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arithma

Rotation

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arithma    226
In this new game (3d space game) I have 3 component vectors for rotations. Taken normalized are their axis... Taking their length is the rotation around that axis. Assuming they pass (the axes) through the CGs of objects, their composition becomes comutative and represented by a simple sum. So far so good... But when it comes to creating the rotation effect i was a little bit in the blur. However I thought I can just numerically integrate the rotational velocity vectors. The comeout is a vector... WHAT DOES THIS VECTOR REPRESENT? IS IT A SAFE ASSUMPTION TO CONVERT THAT INTO A QUATERNION WHOSE AXIS IS THAT (INTEGRATED VECTOR) NORMALIZED AND ITS (LENGTH) AS THE ROTATION AROUND THAT AXIS.

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