Works great!
I'd be a bit concerned about simply taking the 2D math and using it for 3D, however - in a simple 3D engine that I was writing recently, for example, I found that I could not simply use combinations of 2D rotations to rotate objects properly in 3D. Perhaps the same principles won't apply here, though.
I'd be a bit concerned about simply taking the 2D math and using it for 3D, however - in a simple 3D engine that I was writing recently, for example, I found that I could not simply use combinations of 2D rotations to rotate objects properly in 3D. Perhaps the same principles won't apply here, though.