2 ms·
In almost every context (certainly in game development) it is typically most efficient and numerically pleasant to avoid angle measures altogether and work in t
by jacobolus 6y ago
In almost every context (certainly in game development) it is typically most efficient and numerically pleasant to avoid angle measures altogether and work in terms of vectors directly. To represent an angle, use a pair of numbers representing a complex number (optionally normalized to lie on the unit circle). If you want to reduce it to a single number (e.g. you have a large number of them you need to serialize to disk or send over the wire) use the stereographic projection.