I've hit a bit of a stumbling block and wonder if continuation would warrant a new thread... I was able to follow the original tutorial here and get my null "NULL_Car" to move around with my x360 joystick. (LstickY translates it in Z, LstickX translates it in X. Well, now I want to rotate it with RStickX. I really wish I understood matrices better!! A few years ago, I tried messing around with XNA Game Studio. I think this site http://www.riemers.net/eng/ExtraReading/matrices_geometrical.php
is good, but it's still not sinking in (and working in ICE).
One weird thing that I can't figure out is when I calculate my angle ((previous frame's direction -> dir to euler-> 3d vect to scalar->y) added to (RstickX * mult by scalar (10)) and plug that back into the global orientation, it computes the correct angle via show values.
When I plug that into an additional equation it shows angle incorrectly as 0
(my angle -> deg to rad -> cos -> x (scalar to 3d vector)
-> sin -> z (scalar to 3dvect) -> mult by scalar (LStickY) -> add prev frame's global pos -> globalpos
I think since ICE is showing that angle as 0, it's not translating along the rotated vector... ie even though I rotated it 45 degrees, pressing up on stick still moves it only in global z.