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I think once you know this math, the jump to using matrices is pretty trivial. I can understand not wanting to include it... not that I feel strongly about eith
by jsharf 10y ago
I think once you know this math, the jump to using matrices is pretty trivial. I can understand not wanting to include it... not that I feel strongly about either direction. I just don't think it's necessary for the scope of this super useful article.
- mxfh 10y agoAlso describing rotations in euler angles creates more problems than it solves in the long run. It would have saved me a lot of headaches if quaternion based rotation representation would have been introduced to me as the default, which it is in most 3d engines.