[EMAIL PROTECTED] ha scritto:
All I've see online is Quaternions from a Mathematician's view that only
a mad-scientist would understand. (Don't understand all the mathmatical
notations, I rather see code.)
I'm looking for more explainations of Quaternions from an Actionscript
"code" point of view.
(C would be too confusing, but I'll settle for Java explainations
though. )
-- Keith H --
Perhaps these could be interesting:
http://en.wikipedia.org/wiki/Quaternion
http://www.gamasutra.com/features/19980703/quaternions_01.htm
Without wishing to plug my book *too* often in a short space of time, I do
cover quaternions there in a brief and fairly discursive way which might be
easier to understand: http://www.amazon.com/gp/product/1584503300. I don't
think the phrase 'gimbal lock' actually appears, though, so if you're
looking for something that specific you might be better off with others'
links: 3D is given quite a broad brush in the book.
You might also try Lengyel's Mathematics for 3D Game Programming, which has
a decent section on quaternions and transforms in general.
Danny
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