I am trying to create a WebGL camera based on quaternions. I looked at many tutorials, and none is as simple as it could be or it was not working. How can I create such a camera?
I'm trying to understand an inverse kinematics algorithm realized with dual quaternions as presented here. My Jacobian matrix, however, seems to be calculated wrong. Could somebody explain, ...
I've kinda solved this myself by adapting the Camera::setDirection code from OGRE to work for my need: Now I have the following code: Vector3 boneDir = getBoneWorldOrientation(mEntity, mHips) * ...
Usually when I want to rotate an object/node in my Ogre scene I call the node's rotate() method. That rotates the node locally relative to it's current rotation. So for example, when I start with 0 ...
2d top down game. I want my transform to first rotate and face the target position and then move towards it. I got the rotation towards the target position done. It works great. But i need a way to ...