Diana Gruber say Quaternion are bad!?
I have read an article about Quaternion in this site by Diana Gruber.She said Quaternion are needn''t in game programming......
This is some word in her article:
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Question: Quaternion operations are faster because they can be done using fewer operations.
Answer: Disregarding my informal proof that the minimum operation count will be exactly the same, don''t forget to consider the operation count in converting quaternions to a matrix format in order to make them compatible with DirectX or OpenGL, or to add
translation information, for example.
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Is this exactly or unilateral? Especially the words "don''t forget to consider the operation count in converting quaternions to a matrix format in order to make them compatible with DirectX or OpenGL, or to add translation information."
goddess just one...
I remember a while back when everyone debated the points of this article - even Diana G. got envolved.. You should have a read of this here: http://www.gamedev.net/community/forums/topic.asp?topic_id=25314
Be warned, its huge, but quite a few things were covered.
I think quaternions are useful if you have to send lots of orientations over a network, or if you have a model with a lot of bones in it. Its a space saving thing, rather than a calculation saving thing.
T
Be warned, its huge, but quite a few things were covered.
I think quaternions are useful if you have to send lots of orientations over a network, or if you have a model with a lot of bones in it. Its a space saving thing, rather than a calculation saving thing.
T
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