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Let's remove Quaternions from every 3D Engine
21–30 of 184 posts
Re: Let's remove Quaternions from every 3D Engine
#22So I have a layman's question: 3blue1brown and Ben Eater did a quaternion visualization set of videos. And they said it was good because it avoided an an axis lock thing that happens when x y z rotate. He said there were maybe some errors with other models as well. So I guess the question is "does this also not have the locking axis problem?" I think it's called gimbal lock?
Re: Let's remove Quaternions from every 3D Engine
#23Hmm, the word "interpolate" does not appear in the article. One of the main applications of quaternions in games is interpolating rotations. Does this representation interpolate well? Also, I've seen several articles trying to convince me that alternative transformation representations like these are better, but I haven't seen much code. Has anyone written a library using these concepts that could replace a tradition…
Re: Let's remove Quaternions from every 3D Engine
#24Hmm, the word "interpolate" does not appear in the article. One of the main applications of quaternions in games is interpolating rotations. Does this representation interpolate well? Also, I've seen several articles trying to convince me that alternative transformation representations like these are better, but I haven't seen much code. Has anyone written a library using these concepts that could replace a tradition…
I have not seen a clean version of the code online but it is almost the same as for a quaternion.
Re: Let's remove Quaternions from every 3D Engine
#25So I have a layman's question: 3blue1brown and Ben Eater did a quaternion visualization set of videos. And they said it was good because it avoided an an axis lock thing that happens when x y z rotate. He said there were maybe some errors with other models as well. So I guess the question is "does this also not have the locking axis problem?" I think it's called gimbal lock?
Re: Let's remove Quaternions from every 3D Engine
#26Re: Let's remove Quaternions from every 3D Engine
#27Hmm, the word "interpolate" does not appear in the article. One of the main applications of quaternions in games is interpolating rotations. Does this representation interpolate well? Also, I've seen several articles trying to convince me that alternative transformation representations like these are better, but I haven't seen much code. Has anyone written a library using these concepts that could replace a tradition…
This is because quaternions are a subalgebra of geometric algebra in 3-space.
Re: Let's remove Quaternions from every 3D Engine
#28Hmm, the word "interpolate" does not appear in the article. One of the main applications of quaternions in games is interpolating rotations. Does this representation interpolate well? Also, I've seen several articles trying to convince me that alternative transformation representations like these are better, but I haven't seen much code. Has anyone written a library using these concepts that could replace a tradition…
> The change is simple and the code remains almost the same. Anything you can do with a Quaternion, such as Interpolation and avoiding Gimbal lock, you can do on a Rotor. But the understanding grows a lot.
Re: Let's remove Quaternions from every 3D Engine
#29I read through a bunch of this, and one part seems poorly explained. There’s a clear definition of the product of two vectors, but the result isn’t a vector — it’s a scalar plus a bivector. Then, by magic, three vectors get multiplied! But what does that even mean? Somehow a vector gets multiplied by a bivector, and the result is somehow still a vector. What’s going on?