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Showing content with the highest reputation on 09/06/20 in Posts

  1. Trigonometry simplifies this a ton. float distance = 2.0f; // Some distance to travel Vector3 pos = player.Position; // Current player pos pos.X += distance * (float)Math.Sin(-heading * Math.PI / 180.0); pos.Y += distance * (float)Math.Cos(-heading * Math.PI / 180.0); That should work the same.
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