I'm trying to write a game controller that works similarly to aircraft
flight controls (rotate the device to move player).  I'm trying to use
the game orientation matrix, but after repeated Google searches, a
post to Stack Overflow (at http://tinyurl.com/ocqw6br), I have yet to
even find any reference material on it.  Everything I find uses the
magnetometer and accelerometer, which is the normal Orientation Matrix,
not the game orientatin matrix, which uses the accelerometer and the
gyroscope.  I've tried to adapt an example for the orientation matrix,
but it's still using the code for handing the magnetometer/accelerometer
blend, and I'm not getting any results that make sense (just the values
for yaw---which is not even consistent with the movement of the phone,
pitch, and roll---both of which are consistent).

Does anyone here know if there even IS such a thing as the (documented)
game orientation matrix?  Given how well any docs for it seem to be
so well hidden, it makes me wonder if it was documented as a good idea,
but never actually implemented in reality.

Related question:  assuming I can't find anything else, how would I
combine pitch and yaw (after compensating for their reversal when the
device is rotated to landscape) to get a single vector?  I keep
thinking there's some insanely-simple math that I'm missing, but the
chemobrain caused by my first cancer has been blocking me from seeing
it for days....

Thanks,
   --jim

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