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Rotate the world

jasondavies.com

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Re: Rotate the world

#6
This is just my personal preference, but I believe the naive implementation is miles ahead of the improved ones.

The improved version needs at least two movements to go to the other side of the world, doesn't follow the rotation if the cursor is too fast and worse than all, performs a gamma rotation for each non-equatorial point of the sphere.

Since we have two degrees of freedom on the screen, I expect to use them to drive the two most used rotations, and maybe have another control for the roll. In addition, we are used to have maps with North pointing up (and sometimes pointing South), so the roll is almost never used.

Re: Rotate the world

#7
I have a couple of questions, and I'm unfamiliar with the Javascript frameworks so I struggle a bit to find the answers in the source:

Are the globes drawn with perspective?

And can it suffer from gimbal lock?

Re: Rotate the world

#8

I have a couple of questions, and I'm unfamiliar with the Javascript frameworks so I struggle a bit to find the answers in the source: Are the globes drawn with perspective? And can it suffer from gimbal lock?

Since it's based around quaternions it shouldn't suffer from gimbal lock.

As for perspective, what do you mean by that? Aren't globes always in perspective?

Re: Rotate the world

#9
post #8

I have a couple of questions, and I'm unfamiliar with the Javascript frameworks so I struggle a bit to find the answers in the source: Are the globes drawn with perspective? And can it suffer from gimbal lock?

Since it's based around quaternions it shouldn't suffer from gimbal lock. As for perspective, what do you mean by that? Aren't globes always in perspective?

You can draw orthogonally too. I've messed around with globes and had problems spinning them, hence my curiosity.

http://www.ludumdare.com/compo/minild-40/?action=preview&uid...

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