Yet Another Graphomaniacs Compendium
Friday, January 11, 2002

Turning round corners


You'd think turning round corners would be a simple thing, no? I've been playing with this for the last x days, making my pededstrians turn the corner. If you turn too quickly it looks stupid, like something
flicking round: human beings don't do that, they take time to turn. So you say "turn n degrees per frame of game time". This turns out to be too slow to turn a 90 degree turn and stay on the pavement. So you say "turn 15 degrees per frame", and you go round that pavement jim bob dandy, but you take still forever to do a 180 degree turn at the end of it and loop out into the road.


The solution is simple, of course. You divide the number of degrees you need to turn by the number of frames you want to take to do the whole turn, and use that as your turning rate. For some reason that seemed complicated. It isn't. I'm full of complexes about AI.


The other sense in which corners can be turned is the metaphorical one. I wonder about this. If it is possible for a computer to manipulate metaphors which have meaning in the context of a game. A metaphor is just a set of symbols associated with another set of symbols, so a list of symbols and associations ought to do the trick, right? Sigh..another intriging avenue which I cannot explore due to lack of time.

posted by John Connors at
Friday, January 11, 2002

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A miscellany of topics that intersest me: deaf culture, game design, politics as soap opera, the cyborg condition and the experience of learning to hear again. Other topics presented are speculative fiction and imaginary cities. There are appearences of snippets of work in progress, public rants, pointless posts and Mish the Mouse.




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