topical media & game development
graphic-processing-algorithm-Appendix-p326-3-p326-3.pde / pde
size(500,500, P3D);
camera(-5,5,-20,0,0,0,0,0,1);
for(int phi=0; phi<360; phi+=10){
float x = 10*cos(radians(phi));
float y = 10*sin(radians(phi));
pushMatrix();
translate( x,y,0);
float angled = atan2(y,x);
rotateZ(angled);
box(1);
popMatrix();
}
(C) Æliens
04/09/2009
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