I'm trying to get my camera implemented with a glm::quat used to store the rotation. However, whenever I do circles with the mouse, the camera rotates along the axis I am viewing (i.e. I think it's ...
I have been trying to learn how to use the Horde3D rendering engine for the past couple of days, and so far I have managed to learn a decent amount and integrate Bullet Physics with it as well. My ...
I'm coding my first engine and I'm trying to have performance in mind since I'll probably use it for mobiles, and I have this question, should you use glRotate or Quaternions for rotating objects in ...
Background: I'm trying to create a game where the camera is always rotating around a single sphere. I'm using the DirectX D3DX math functions in C++ on Windows. The Problem: I cannot get both the ...
I am attempting to implement a sort of, smooth camera that has angle offsets from the player as they turn, creating a cinematic effect as well as visual feedback for when the player turns. Here is an ...
I am attempting to rotate a vector3 by a given quaternion. I know that this is true v' = q * v * (q^-1) I know that q^(-1) is the inverse which just -q/magnitude(q), but how do I map the ...