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3 votes
1 answer
8k views

Relative quaternion rotation (delta rotation) produces unstable results

Use case: I have a currentRotation quaternion and a targetRotation quaternion and need to calculate the relative rotation ...
AtiX's user avatar
  • 61
2 votes
3 answers
1k views

How can I rotate the camera for a player walking around the surface of a sphere? [duplicate]

I'm making a 3D game where the player can walk across the surface of a planet. I am having a problem correctly rotating the camera's frame of reference, so that the camera is oriented correctly ...
peterjwest's user avatar
0 votes
1 answer
2k views

360 degree quaternion interpolation?

I am in the process of implementing interpolation into a simple game loop I am playing with after reading the infamous "fix your timestep" article (which is amazing by the way). I have the position ...
whitwhoa's user avatar
  • 201
1 vote
1 answer
287 views

Unexpected quaternion rotation behavior

First off let me apologize for the vague title but I really couldn't think of a more descriptive one (maybe after reading this a more advanced user might be able to edit it). Alright, so I have been ...
whitwhoa's user avatar
  • 201
1 vote
0 answers
68 views

align local Y to be parallel with global Y during or after slerp

I am using the following function to have a globe rotate a point on its surface to face the global Z toward the camera. This works fine, but after each rotation the Y axis seen as a green line is not ...
Neil's user avatar
  • 153
6 votes
2 answers
2k views

Walking on a sphere

I'm working on a game which involves walking your character on the surface of a sphere. Using the answer to Arbitrary Rotation about a Sphere, I've written my code as: ...
Tom Leese's user avatar
  • 163
4 votes
1 answer
749 views

Why game engines usually don't offer a vector3.rotate method? [closed]

Game engines like Three.js, Ogre3d and Unity3d often don't provide a default rotate method on their vector class. You usually have to do something like: ...
MaiaVictor's user avatar
  • 1,180
3 votes
2 answers
6k views

Quaternions - how to limit axis?

Is there any possibility to limit quaternions to move only in x & y axis (like in Eulers- yaw and pitch, without rolling)? I's there any equation or something similar to do this? Some example: ...
Bartosz Walicki's user avatar