# Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

### Newcomers AppGameKit Corner / 3D Character : clic and go with mouse

Message
Posted: 31st Mar 2023 09:38 Edited at: 31st Mar 2023 09:45
Hi

I'm trying to move a 3D hero with the mouse.
I use the character features for collision, it works great.

I have made this example, and it seems to work.

I would like to know if it can be improved

Thanks

Cheers
AGK2 tier1 - http://www.dracaena-studio.com
Posted: 31st Mar 2023 20:25
Hi,
I prefer vector mathematics in this case.
I have rebuilt your example and use my vector math lib that I presented here years ago.
I also took the opportunity to update the lib.
Of course you can also use other libs that are floating around in the forum.

from Scraggle (2D)

I know there was another good Vector Math Library here in the forum, but unfortunately I didn't find it quickly.

The advantage of changing the code is that a direct path is taken to the destination. And not only horizontally vertically and diagonally.

Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)

Donations are always welcome.
Posted: 1st Apr 2023 03:04 Edited at: 1st Apr 2023 03:07
I have been given this code which works. Which i think is what MadBit posted.
Posted: 1st Apr 2023 10:17 Edited at: 1st Apr 2023 10:33
HI

Blinkok : what is "pos", in your function ? The position of the object ?

MadBit : thanks, I will try it

I have made a little change, to get a direct path to the target too, and rotate the character in the direction of the target

AGK2 tier1 - http://www.dracaena-studio.com
Posted: 1st Apr 2023 22:49 Edited at: 1st Apr 2023 22:50
Sorry blendo. I should have posed the type which is just x/y/z floats.
Quote: "what is "pos", in your function ? The position of the object ?"

pos is the point on the object where the raycast hits, it is passed as a ref so you can use the values outside the function (To position an object or camera for example)

You still need to normalize the vector when you cast your ray