Right now I'm experimenting with a Quaternion representation that stores the quaternions in terms of (R, u, theta) instead of (x, y, z, w). My gut instinct is that the two forms will perform roughly equally for what I want to do with dodecahellspawn. Normally, I'd give the (x, y, z, w) representation the edge for wagers, but I'm thinking that there will be enough interpolations that the (R, u, theta) form might be able to gain ground there. Really, the only way to find out is to try it out and see.
If the alternate Quaternion representation system works out, I might check the whole thing into the code library.
Current todo list:
- Configuration file
- Remappable keyboard input system
- Fix some of the textures (I'm never satisfied with my art)
- Virtual trackball for model rotation
- System to snap model to alignment
Oh yeah, and also the whole game part of the darn thing.