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Coding Mistakes
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Rubeus Offline
Legacy License Owner

Post: #1
Coding Mistakes
So I was slerping some quats-didn't realize the angles had to be made asin or anything, cos I'm not all that good with the trig stuff.

Being a first try and all, I got it wrong.

Turns out mistakes can be pretty cool.





FYI, I have no idea what's happening.

Oh yea- and sorry for the puns. xD
(This post was last modified: 05-27-2014 03:57 AM by Rubeus.)
05-27-2014 03:56 AM
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Esenthel Offline
Administrator

Post: #2
RE: Coding Mistakes
Maybe the camera matrix vectors aren't normalized?

I'm not any good with quaternions either, that's why I try to avoid them when possible.
05-27-2014 05:55 AM
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Rubeus Offline
Legacy License Owner

Post: #3
RE: Coding Mistakes
(05-27-2014 05:55 AM)Esenthel Wrote:  Maybe the camera matrix vectors aren't normalized?

I'm not any good with quaternions either, that's why I try to avoid them when possible.
I do believe this could be the case- I tried multiplying like I would a regular vector at first. Poor coder's special effects or special coder's poor effects - you decide.

I'm working on a library that adds a bunch of camera functionality - smoothing, pathing, etc. and I found the quats play a lot nicer with the rotations, even though it looks to be a lot more computations than Euler angles. Where the camera is involved, even the smallest of hiccups, hangups, jumps, frame drops, etc are very noticeable.

That and it is quite fun to say 'slerp a quat'.
05-27-2014 06:13 AM
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