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maxest

Member Since 05 Nov 2005
Offline Last Active Aug 19 2014 01:42 PM

Posts I've Made

In Topic: Share the most challenging problem you solved recently! What made you fee...

19 June 2014 - 04:49 AM

I liked the result of my work on implementing a packages system for the engine's filesystem, that supports simultaneous reading, actual file reading, and zip decompression :).


In Topic: Extracting basis vectors from a quaternion

02 May 2014 - 03:02 PM

Okay... I think I get your point but still something bugs me.

Let's put it this way. We have axis-angle representation and want to get the basis-vectors (or matrix if you like). One of the basis vectors is the axis of rotation. How do I compute the other two vectors? The only information I have left is that these two vectors lie on the plane perpendicular to the axis of rotation. And of course I have the angle, which definitely is needed to get the second vector but I'm not sure how.


In Topic: Extracting basis vectors from a quaternion

02 May 2014 - 11:01 AM

Yes but is there any other way? I mean, to sort of "read" the basis vectors straight from the quaternion? Or to put it this way. From a quaternion we can easily read the axis of rotation and the angle. I think that axis-angle and quaternion are equivalent beings. If so, then that means that from axis-angle we could also somewhat "read" the basis vectors. But I don't see how.


In Topic: Globals

16 April 2014 - 12:38 PM

Recently a nice article showed up, http://www.gamedev.net/page/resources/_/technical/game-programming/a-long-awaited-check-of-unreal-engine-4-r3635 where there are parts of Unreal Engine revealed. And what got my attention was this line in one of the listings:

ENGINE_API UEngine* GEngine = NULL;

It looks like even best of the bests use globals... :)


In Topic: Yet Another Programmer's Blog (Rendering Stuff Mostly)

10 April 2014 - 04:50 PM

A new note was published two days ago

http://maxestws.blogspot.com/2014/04/tangent-basis-in-compact-form.html

Enjoy :)


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