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27 November 2013 - 10:14 AM
I patched it up by storing the yaw seperately in my player class.
I hope anyone has an swer to this for me to have it the "clean" way.
18 November 2013 - 09:53 AM
Thanks again Álvaro,
I do have one querstion regarding your formula.
B = A + interpret_imaginary_part_as_3D_vector(q * i * conj(q));
What does the interpret_imaginary_part_as_3D_vector function do?
Thanks a lot so far
18 November 2013 - 08:28 AM
thanks for the quick reply. Here are the formular I know which I would use (assuming y-up):
vertexB.x = vertexA.x + (cos(yaw * PI / 180) * radius)
vertexB.y = vertexA.y + (sin(pitch * PI / 180) * sin(yaw * PI / 180) * radius)
vertexB.z = vertexA.z + (cos(pitch * PI / 180) * sin(yaw * PI / 180) * radius)
so how do I calculate such a thing (which is a spherical movement) with a quaternion?
24 May 2013 - 03:11 PM
Thanks a lot
Sounds to me to be runtime intensive especially for objects reflecting each other...
24 May 2013 - 02:42 AM
So I will first have to create an environment Map of the Environment?
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