i did this in reverse very recently. I had a ball rolling on a surface whose view was set by the camera. The ball always has to roll in the direction of the camera view, so the force applied to the ball is a vector whose x-coordinate is the cosin of the angle complimentary to the angle at which the camera looks at the ball, multiplied by the ground distance (distance of the camera on the x and y plane), and therefore also the y-value of the vector is radius * sin(ang).

The same principles apply to your problem, only in reverse. I can't tell you the specifics of your problem (except that I try to avoid magic numbers like your 0.08 coefficient), but sketch out the problem in terms of a unit circle and assign variables (on paper) to EVERY part of the problem, even the things you'll discard when you actually program it. That's been my technique so far.



Last edited by deianthropus; 04/06/10 20:52.