Hour 9. Advanced Linear and Angular Velocity
What You’ll Learn in This Hour:
• Calculating angular velocity
• “Pointing” a sprite in the direction of movement
This hour continues along the same path as the preceding hour, regarding sprite transforms, taking it a step further and applying velocity calculations to transform a sprite in useful ways. We will derive the math calculations needed to move a sprite in any desired direction based on its rotation angle (in the top-down view perspective, treating the screen somewhat like a Cartesian coordinate system). Moving a sprite at a desired angle is a very important need in most games, so you will put this technique to use extensively in your own projects. The next related calculations involve “looking” ...
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