How to calculate angles for 3D space exploration games with FOV
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SpaceMath_Alex
Posted on July 19, 2025 • Advanced
🚀 3D Space Angle Calculation Problem
I’m working on a semi-3D space exploration game and I’m stuck on the trigonometry! Here’s what I’m trying to achieve:
- 🛸 Spaceship can rotate and move in 3D space
- 🌍 Planets need to appear when they’re within the ship’s field of view (FOV)
- 📐 Need to calculate the angle from spaceship to each planet
- 🎯 Angle must update as ship moves and rotates
- 📺 Convert angles to screen positions (FOV 60°, screen 480px)
The math is getting really complex with the 3D rotations and perspective calculations. Can someone help me break this down? 🤯
TrigMaster_Emma
Replied 2 hours later • ⭐ Best Answer
Great question @SpaceMath_Alex! 3D angle calculations can be tricky. Let me break this down step by step:
🧭 Understanding the 3D Coordinate System
First, let’s establish our coordinate system and what we’re calculating:
🔢 Step 1: Basic Vector Calculation
Calculate the vector from spaceship to planet:
// Calculate vector from ship to planet set [dx v] to ((planet x) - (ship x)) set [dy v] to ((planet y) - (ship y)) set [dz v] to ((planet z) - (ship z)) // Calculate distance (for scaling) set [distance v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy)) + ((dz) * (dz))))
🔄 Step 2: Apply Ship Rotation
Transform the vector based on ship’s orientation:
// Ship rotation angles (yaw, pitch, roll) set [ship yaw v] to [ship direction] // Horizontal rotation set [ship pitch v] to [ship pitch angle] // Vertical tilt // Rotate vector to ship's local coordinate system // Yaw rotation (around Y axis) set [temp x v] to (((dx) * ([cos v] of (ship yaw))) + ((dz) * ([sin v] of (ship yaw)))) set [temp z v] to (((dz) * ([cos v] of (ship yaw))) - ((dx) * ([sin v] of (ship yaw)))) set [dx v] to (temp x) set [dz v] to (temp z) // Pitch rotation (around X axis) set [temp y v] to (((dy) * ([cos v] of (ship pitch))) - ((dz) * ([sin v] of (ship pitch)))) set [temp z v] to (((dy) * ([sin v] of (ship pitch))) + ((dz) * ([cos v] of (ship pitch)))) set [dy v] to (temp y) set [dz v] to (temp z)
📐 Step 3: Calculate View Angles
Convert 3D vector to horizontal and vertical angles:
// Calculate horizontal angle (left/right) if <(dz) = [0]> then if <(dx) > [0]> then set [horizontal angle v] to [90] else set [horizontal angle v] to [-90] end else set [horizontal angle v] to ([atan v] of ((dx) / (dz))) if <(dz) < [0]> then change [horizontal angle v] by [180] end end // Calculate vertical angle (up/down) set [horizontal distance v] to ([sqrt v] of (((dx) * (dx)) + ((dz) * (dz)))) if <(horizontal distance) = [0]> then if <(dy) > [0]> then set [vertical angle v] to [90] else set [vertical angle v] to [-90] end else set [vertical angle v] to ([atan v] of ((dy) / (horizontal distance))) end
🎯 Step 4: Check Field of View
Determine if planet is within the ship’s FOV:
// FOV settings set [FOV horizontal v] to [60] // degrees set [FOV vertical v] to [45] // degrees // Check if planet is in view if <<([abs v] of (horizontal angle)) < ((FOV horizontal) / [2])> and <([abs v] of (vertical angle)) < ((FOV vertical) / [2])>> then // Planet is visible set [planet visible v] to [true] // Convert to screen coordinates set [screen x v] to (((horizontal angle) / (FOV horizontal)) * [480]) set [screen y v] to (((vertical angle) / (FOV vertical)) * [360]) // Scale based on distance set [planet size v] to ([max v] of ([min v] of ((1000) / (distance)) [100]) [10]) else set [planet visible v] to [false] end
🎮 Step 5: Complete Implementation
Put it all together in a reusable custom block:
// Custom block: calculate planet angle (planet sprite, ship sprite) define calculate planet angle (planet) (ship) // Get positions set [px v] to ([x position v] of (planet)) set [py v] to ([y position v] of (planet)) set [pz v] to (item (3) of [planet positions v]) // Z coordinate from list set [sx v] to ([x position v] of (ship)) set [sy v] to ([y position v] of (ship)) set [sz v] to (item (3) of [ship positions v]) // Calculate vector set [dx v] to ((px) - (sx)) set [dy v] to ((py) - (sy)) set [dz v] to ((pz) - (sz)) // Apply ship rotation (use the rotation code above) apply ship rotation // Calculate angles calculate view angles // Check FOV and set screen position check field of view // Return results in variables or lists replace item (1) of [planet screen pos v] with (screen x) replace item (2) of [planet screen pos v] with (screen y) replace item (3) of [planet screen pos v] with (planet visible)
⚡ Step 6: Optimization Tips
For better performance in your space game:
// Only calculate for nearby planets if <(distance) < [5000]> then calculate planet angle (planet) (ship) else set [planet visible v] to [false] end // Use simplified calculations for distant objects if <(distance) > [2000]> then // Skip pitch rotation for distant objects set [vertical angle v] to [0] end // Cache calculations that don't change often if <not <(ship moved) or (ship rotated)>> then // Skip recalculation if ship hasn't moved else // Recalculate all planet positions end
This system will give you proper 3D angle calculations with FOV! The key is breaking it down into vector math, rotation transforms, and angle calculations. 🚀
SpaceMath_Alex
Replied 3 hours later
@TrigMaster_Emma This is absolutely incredible! 🤩 The step-by-step breakdown makes so much sense now!
I implemented the vector rotation and FOV checking - it works perfectly! One question: how do I handle the case where the ship rolls (rotates around its forward axis)? Do I need another rotation step?
TrigMaster_Emma
Replied 30 minutes later
@SpaceMath_Alex Great question about roll! Yes, you need a third rotation step:
// Roll rotation (around Z axis) - add this after pitch set [ship roll v] to [ship roll angle] // Roll rotation set [temp x v] to (((dx) * ([cos v] of (ship roll))) - ((dy) * ([sin v] of (ship roll)))) set [temp y v] to (((dx) * ([sin v] of (ship roll))) + ((dy) * ([cos v] of (ship roll)))) set [dx v] to (temp x) set [dy v] to (temp y) // Now dz stays the same for roll
The order matters: Yaw → Pitch → Roll for proper 3D rotation! 🔄
GamePhysics_Pro
Replied 1 hour later
Excellent explanation @TrigMaster_Emma! For anyone wanting to take this further, here are some advanced optimizations:
- 🎯 Frustum Culling: Pre-calculate which planets are potentially visible
- ⚡ Level of Detail: Use simpler calculations for distant objects
- 🔄 Matrix Math: Combine all rotations into a single transformation matrix
- 📊 Spatial Partitioning: Only check nearby planets using octrees or similar
These techniques can handle hundreds of planets smoothly! 🌌
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