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Mar 12, 2018 at 11:55 history edited DMGregory CC BY-SA 3.0
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Mar 12, 2018 at 11:12 vote accept Ziens
Mar 12, 2018 at 11:03 answer added DMGregory timeline score: 2
Mar 12, 2018 at 10:56 comment added Ziens @DMGregory, yes, it's quite
Mar 12, 2018 at 10:55 comment added DMGregory That's doable, it's just a matter of if it's OK for, say, the whole quintet to rotate 180° between adjacent inputs.
Mar 12, 2018 at 10:52 comment added Ziens @DMGregory, For my case, the following conditions are important: the plane BackFront ┴ LeftRight, <BCL = <BCR = <FCR = <FCL = 90*, and the distance from any point to the center should be the same
Mar 12, 2018 at 3:54 comment added DMGregory Because of the hairy ball theorem, there's no way to assign these points in a way that will be globally consistent and smooth between adjacent input vectors all around the sphere (we'll inevitably have a singularity somewhere, where two nearby inputs get significantly different outputs). Is that acceptable for your use case? If not, we can sacrifice global consistency and use some memory of previous history to pick a locally-smooth option, where the output for a given input depends on the route we took to get to that input.
Mar 12, 2018 at 0:42 comment added Vaillancourt Hello and welcome to gamedev.se! You'll notice that I removed the link to your Google drive. This is because links like these are transient and are subject to link rot: you'll change your project in the future, making the link irrelevant.
Mar 12, 2018 at 0:40 history edited Vaillancourt CC BY-SA 3.0
Removed the link to google drive as it's very much transient.
Mar 11, 2018 at 23:43 review First posts
Mar 12, 2018 at 0:42
Mar 11, 2018 at 23:42 history asked Ziens CC BY-SA 3.0