I think it's a great idea using quaternions !
It permits lots of things like easy PointEntity, AlignToVector or Slerp functions...
It also reduces operators from 45 for matrix rotations to 28 for quaternions
Other :
Try to make a TurnEntity local using matrix... using quaternions, it's easy as qf=q0*qd ( where qf is the final rotation, q0 is the initial one, and qd is the delta rotation )
I think MiniB3d has implemented matrix, but no support for quat, and that's a big problem. you can't optimise calculs anymore, and no ability to have better entity system.
That's the reason why I finally attempt to do my own engine+wrapper.
What i don't understand is :
@SimonH
=> you released the bmax maths library, translated from mark's code... why don't you use it instead of matrix bases ?
It permits lots of things like easy PointEntity, AlignToVector or Slerp functions...
It also reduces operators from 45 for matrix rotations to 28 for quaternions
Other :
Try to make a TurnEntity local using matrix... using quaternions, it's easy as qf=q0*qd ( where qf is the final rotation, q0 is the initial one, and qd is the delta rotation )
I think MiniB3d has implemented matrix, but no support for quat, and that's a big problem. you can't optimise calculs anymore, and no ability to have better entity system.
That's the reason why I finally attempt to do my own engine+wrapper.
What i don't understand is :
@SimonH
=> you released the bmax maths library, translated from mark's code... why don't you use it instead of matrix bases ?