Good tutorials or books on Quaternions
BlitzMax Forums/BlitzMax Programming/Good tutorials or books on Quaternions
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Does anyone know of any good books or tutorials on Quaternions, what I'm aiming for is simple placement, movement, rotations and the tformpoint systems :) |
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The Blitz3D source ought to help, and I know there's stuff in the Code Archives relating to quaternions and their weird ilk. (If you want to actually learn it properly though, I've got nothing!) |
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I can't attest for their quality, but check out Jorge's "Math for Game Developers" series: http://youtube.com/channel/UCEhBM2x5MG9-e_JSOzU068ww There's also the Math & Physics article section from Gamedev.Net (which is where I found that video series above): http://www.gamedev.net/page/resources/_/technical/math-and-physics/ |
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Ah thanks guys pulling apart the code archive sources already :) |
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This is even more confusing, some internet tutorials use xyzw others are applied to the sixteen float matrices :s @James: going through that to locate the sections I need at present and see if they can be adjusted to my requirements. @Kryzon: those are even more confusing lol I might have a serious look at the Warner minib3d adjustments as well to see if I can make head or tail of it all, if there was a easy to understand book on it I would be there :) |
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Edzup, actually I am surprised you ask similar questions (a week ago you asked about how to get pitch in Euler rotations, and now this), because I thought you knew this argument very well: I remember that the first patch to fix TurnEntity in MiniB3D (using quaternions instead of Euler's) was made by you. |
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I think your mistaking me for Warner? |
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No, I don't mistake you for Warner: Here is your code: http://www.blitzbasic.com/Community/post.php?topic=74382&post=832581 Here is Warner code: http://www.blitzbasic.com/codearcs/codearcs.php?code=2498 Your code is 8 years old, Warner's code (that I used in OpenB3D) is only 6 years old, so the first code is yours (I also ported it to C++, because I was considering using it in my version... ) |
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Crikey I dont remember writing that lol Will use that in me new framework :) |
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Thanks Josh will have a look :) |
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@Edzup - Go here : http://blog.db-in.com/cameras-on-opengl-es-2-x/ this is where I learned everything I needed for a good camera system with Quaternions. I even wrote something up in Blitzmax : Never finished it though... FBEpyon |
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Thanks Fbepyon that is a great help :) |
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Quaternions is a pretty complicated number system (involving a real scalar component and a 3D imaginary vector), they are an extension of complex numbers. There are some good videos on youtube about why they work, and their various interesting properties: https://www.youtube.com/watch?v=mHVwd8gYLnI You can (if you wish) dive into the math and understand the WHY, or you can do as most do and treat them as a black box tool that accomplishes nicely interpolated, gimbal-lock free rotations. |
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I think once they are in the engine I wont visit them again, my engine is nodular so it will work with all othee systems :) |