Monday, June 27, 2022
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3d – Participant rotation utilizing relative mouse motion as an alternative of absolute


I am engaged on a twin stick shooter the place the participant appears on the mouse cursor. Like most I take advantage of absolutely the mouse place and the participant’s place to find out the path and derive an angle. This works nice. Nevertheless I just lately found WM_INPUT which lets you make the most of increased DPI mouse actions, the values it gives are relative so a ‘have a look at’ sort of answer doesn’t work anymore.

Merely rotating the participant based mostly on a single axis doesn’t really feel proper, since in the event you preserve scrolling left the participant would finally rotate 360 levels. I additionally tried to build up and scale the relative mouse actions and clamp them to -1 via 1 like gamepad thumb values, this works alright however feels a bit limiting by way of full use of the upper sensitivity.

Does anybody have any insights into implementing high down participant rotation utilizing relative mouse actions?

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