Car steering algorithm?
algorithm, car-analogy
Solution
I'm on my lunch break so I can't do tremendous justice to the "best" answer, but the pseudocode looks something like this:
y_change = sin(rotation) * speed;
x_change = cos(rotation) * speed;
car.x += x_change;
car.y += y_change;
you would execute this code in every frame; rotation would be controlled by your steering input, and speed would be controlled by your acceleration input.
Problem
i've already asked something similar, but now i've the problem to manage and realize a "realistic" steering for a simple 2d (top-down) car racing game. How can i do a "realistic" steering for the car ? (i use c# but another language is welcome;)) Using Sin and Cos ? If yes, how ? Thanks in advance!