2
votes
1answer
46 views

Rotating and Translating a Node in Horde3D with Matrices and Quaternions

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 ...
1
vote
2answers
107 views

Accumulating rotations for camera

It seems there are three ways to store a camera's rotation: in angles, view matrix or quaternion. I was using euler angles since when I used a matrix it had a tendency to accumulate rounding errors ...
1
vote
1answer
81 views

Moving an object toward another object on sphere knowing their quaternions

I have a sphere centered in world origin. On the sphere surface I have two objects and I know their quaternions (rotation around sphere). Currently my movement works on Vector2 inputs (cannot change ...
7
votes
3answers
412 views

Routes on a sphere surface - Find geodesic?

I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something ...
2
votes
2answers
234 views

Rotating a child shape relative to its parent's orientation

When rotating a shape using a quaternion value I also wish rotate its child shape. The parent and child shapes both start with different orientations but their relative orientations should always be ...
3
votes
2answers
205 views

Rotating voxels in 3d space amongst the x axis

I have a very simple voxel engine and so far it works based on coordinates, e.g. x, y, z. I was wondering if there is a formula for rotating groups of voxels/coordinates from the x axis(e.g. [0, 1, ...
2
votes
2answers
718 views

Why is my quaternion camera rotating around strange axes?

I can't get it to work for the life of me. Its rotating the camera in the global coordinate system, or some other random coordinate system, not the camera local coordinate system. WASDEC work ...
2
votes
3answers
322 views

How should I model exact 90-degree rotations in 3D?

I'm familiar with quaternions... have used them in the past to model arbitrary rotations in 3D, as for a plane flying around with full pitch/yaw/roll freedom. Works great. Now I'm working on a 3D ...
14
votes
1answer
4k views

Orienting a model to face a target

I have two objects (target and player), both have Position (Vector3) and Rotation (Quaternion). I want the target to rotate and be facing right at the player. The target, when it shoots something ...
11
votes
6answers
3k views

Math topics for 3D graphics programming

I understand that the following math topics are required for 3D graphics programming. I have started doing some of them in my math course. Can someone point me in the direction of a resource that ...