Originally Posted By: DriftWood
Wait!!! Cool idea! Why not just push off the wall using it's own normal?!
Yeah that could work!
Code:
Vec_set( vecTarget, hit.x);
Vec_set ( vec_temp, hit.nx);
Vec_normalize ( vec_temp, 20);
Vec_add ( vecTarget, vec_temp);
// Bam!!! Virtual Monkey!!!


I tried both your ideas inside the HIT_TARGET brackets, and both of them are not working. I am still seeing the vertical blue line on the right, in the first half of the rotation when turning right to left near a wall, with the player's back facing the wall.

In other words, I am getting the exact same result I already had. Nothing changed.

Last edited by Ruben; 02/21/18 03:13.