What he is trying to get is a "change of angle" in "degrees per second".
(or at least a "degrees per 3DGS-constant-time-related-number".
So he/we are after an angular equivalent of speed. So if (pseudocode)
SPEED.X(quants/sec) = (Start.X - Finish.X) * (1/time_frame)
we want to find
ANGULAR_SPEED.pan(quants/sec) = (Start.pan - /Finish.pan) * (1/time_frame)(?)
where "physics" (and its variable frame rates) happens between "Start" and "Finish".
Wouldnt using time_step give smoother results?
I still have difficulties with time_step, time_fame, & time_smooth.
Thats what I understand theDust to want.
Yes, my previous code was in error, it should have been vec_scale(Rot_Speed, (1/time_frame));
Last edited by EvilSOB; 04/06/09 14:15. Reason: modify question to add time_step