|
|
|
|
|
by corysama
848 days ago
|
|
It's fun that there have been many approaches to interpolating rotations (geometric algebra, quaternions, even full-matrix interpolation [1]). But, after hand-optimizing the code, the final code ends up mostly the same for all approaches. The difference is in your understanding of the rules and capabilities. From what little I know, GA seems like the most consistent and capable approach. It's unfamiliar. It's a bit much to take in getting started. But, people who clear that hurdle love it. Alternatively, everybody uses quaternions while complaining they don't understand them and need a whole book to visualize them. (Visualizing Quaternions by Andrew J. Hanson, Steve Cunningham) [1]https://www.gamedev.net/tutorials/programming/math-and-physi... |
|