Understanding Movement and Rotation in C#

Advanced Motion

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This video segment introduces the topics to be covered in the part, “Practical Transformations.”

Keywords

  • Introduction
  • Input
  • Global and Local Space
  • Camera alignment

About this video

Author(s)
Alan Thorn
First online
12 January 2019
DOI
https://doi.org/10.1007/978-1-4842-4442-5_6
Online ISBN
978-1-4842-4442-5
Publisher
Apress
Copyright information
© Alan Thorn 2019

Video Transcript

[Audio Begins] [0:00:00]

Alan Thorn: In this course, we’re going to look at a range of different practical scenarios in which we apply the idea of vectors and quaternions to move and rotate objects in ways that would be highly useful to creating game play elements. In particular, we’re going to take a look at how we can link input with rotation and movement to create movable objects that can move and turn based on our input. In addition, we’ll see how we can create objects that turn to face any destination that we specify. We’ll also take a more theoretical look at the distinction and difference between global and local space when we want to move and rotate objects. We’ll also see how we can rotate objects around any arbitrary axis. And finally, we’ll align our cameras and set them up in the scene, so that when we create player movement, movement can be based on the alignment of the scene camera. There’s a lot to see and do here, and there’s no better time to get started than the present. So let’s get started.

[Audio Ends] [0:01:01]