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penetrator

Quaternion rotation

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What do you want to use the quaternions for? I''d like to point you to an article by Diana WhatsHerName on GameDev.net (perhaps search on qauternions...) in which she quite convincingly decourages you to use quaternions of there isn''t a VERY valid reason to do so...
Hope to help...

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i''m building a flight sim and have to rotate the aircraft around 3 axis ... therefore, if i wanna avoid the gimbal lock, i was told to use quaternions !

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see one of the extension examples on my site i believe it has someit to do with fog.

http://members.xoom.com/myBollux

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Try looking at these sites:

http://www.flipcode.com/documents/matrfaq.html
http://wwwgamedev.net/reference/articles/article1095.asp
http://nearfield.com/~dan/Quater/QUATER.htm

By the way, have you coded the conversion from euler/matrix to quaternion yet? If not, then see this site:

http://gypsy.rose.utoronto.ca/people/david_dir/GEMS/GEMS.html

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Diana Gruber.

Read that article ages ago... still in the dark myself as to quarternions, but she made some good points. (and she''s been on the scene for quite a long time)

happy coding



I used to be indecisive. Now I''m not so sure...

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ok guys, but every tutorial/article about quaternions is a mess, or it shows only the theory or only the code with no explanation at all ! i just would like to understand or get some code about a simple object rotating around the 3 axis using quaternions, something that starts from the beginning and end with the complete operation, i.e. the 3 angles of rotation... so far i couldn''t find such an article, and i''m very surprised nobody did one yet... perhaps quternions are a complicate subject

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Guest Anonymous Poster
what exactly are quaternions?

(Im not exactly in linear algebra yet so I dont know much about advaced matrices yet )... (sorry, newbie).

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Quaternions is a different form for representing an angle of rotation. You may have already heard of other ways of representing an angle of rotation such as Euler angles and the famous transformation matrix.

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