Archived

This topic is now archived and is closed to further replies.

any help please

This topic is 5570 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Can someone PLEASE help me with this it has put major headache after headache in my head. My problem is that I am working on making my rotations for my ship. I have learned the type of rotation I am using is called Euler rotations. I found the major problem with them not having an effect on the axis. With my ship I need the roll and pitch to effect the other axis. Does anyone have any code or link to code or tutorial that shows a proper way to do rotations for ships? I am using DirectX and an article using DirectX is preferred. Thanks for ANY help

Share this post


Link to post
Share on other sites
Try Quaternions...

You can see the tutorial on this web site

or search google, they are the best form of rotation avalible, and you prolly won''t have trouble finding a library to help you code them

Share this post


Link to post
Share on other sites
Quaternions can be used exactally like eular translations. They are alot nicer tho, since Quaternions don''t suffer from gambal lock. Cameras are usually implemented in Quaternions, since smooth camera rotation w/o gambal lock is neccessary.

I don''t know any DirectX libraries that use quaternions, since All I use is opengl

Share this post


Link to post
Share on other sites
I believe there are a set of useful Quaternion functions in the D3DX utility library.
Have a look at the docs for the function specifics.

John B

[edited by - JohnBSmall on September 13, 2002 2:30:26 PM]

Share this post


Link to post
Share on other sites