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# updating angular velocity

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ok..i''m having a problem with my game. i have already implemented phisics and now i start to compute the keyboard entry. I don''t need a realistic game, so when the user press -> <- or something like this i just calc an angle that the object will spin or turn right/left. So i update the quaternion properly. But i don''t know how to update the angular velocity. How can i do that? imagine: initial angular_velocity = Vetor3d(0,0,0); user press -> so the object will turn right....when the user press -> i''m making the object rotate around the y axis for 10 degrees. so in the next frame 9, next 8...7 ...6 ..0 So..i simulate inertia. My question is...how can i update the angular_velocity when i''m using something like this?

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Can you create a rotation quaternion (in this case, a quaternion which is equivalent to a rotation of angle theta around the y axis) ? If you can, then each frame just create the rotation quaternion corresponding to the angle you want to rotate, and multiply your current quaternion with it.

ToohrVyk

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