Lone_Wolf wrote:Spara, i'm used to thinking in coordinate systems, not vectors.
For 3D, it's definitely worth the trouble to use vectors. For a game with relative positions and headings even more so. You'll make yourself a big favor by using vectors
.
Lone_Wolf wrote:
say player ship is at (0,0) , attacker is at (5,5) .
the vector between them has an angle of pi/4 (45 degrees) relative to the positive x-axis.
Sorry to be pedantic here, but a vector has two properties, magnitude and direction. Depending on the direction of the vector, the angle is different. If the vector is defined from (0,0) to (5,5) then the angle with the positive x-axis will be 45 degrees. If the vector is defined from (5,5) to (0,0) then the angle will be 135 degrees.
Lone_Wolf wrote:In short, we look at things a different way and are both right.
If we are talking about vectors, then there's only one way to look at things. If you just want to use geometry with lines and angles, that's a different story.
Lone_Wolf wrote:
I'll look into oolite coordinate system (quaternions i think ?) and associated methods .
No need to use quaternions here. Those are used, if you want to do rotations with entities. A plain vector math suffices here.