3 ms·
I guess that's more for airplane simulators then. But I'd also think any physics engine where things can rotate arbitrarily need to work correctly here. I also
by Aardwolf 3y ago
I guess that's more for airplane simulators then. But I'd also think any physics engine where things can rotate arbitrarily need to work correctly here.
I also think, despite various sources on the internet saying "quaternions are the solution to gimbal lock", that classical 3D vectors and 3D matrices without quaternions also perfectly solve it.
- pacaro 3y agoAgreed absolutely. I've used quaternions when someone else made the decision that was what the physics engine was going to do! But when I'm the decision maker it's 3d vectors and matrices all the way
- deleted 3y ago[deleted]