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imadr
searching PlanetScale…
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8 ms
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61.
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by
imadr
5y ago
Thanks for the heads up, I'm going to rephrase the statement about gimbal lock and link you article. And just to be 100% sure, is the approach I'm using the right one: storing a quaternion instead of 3 angles, multiplying, overwri
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by
imadr
5y ago
What would be the alternative to slerp that takes the shortest path?
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by
imadr
5y ago
How far into algebra do you need to get to understand "Rotations of 3-dimensional real space form the topological group SO(3)"? I kinda understand that norm-1 quaternions map to rotations in 3D space somehow but I can't prove
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by
imadr
5y ago
I made this guide on how to implement quaternions yourself and use them to rotate objects in a 3D engine. The implementation is probably not the most efficient, but I tried to make it simple enough to understand how quaternions work.
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Rotations with quaternions
(imadr.github.io)
207 points
by
imadr
5y ago
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154 comments
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by
imadr
5y ago
They use KaTeX which is faster than MathJax
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by
imadr
6y ago
I would add that using an existing engine rendering pipeline with shaders is way easier that rolling your own. Making a small software renderer from scratch is a very good way to get a good grasp on how game engines work internally.
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by
imadr
6y ago
I think you can put your project in any directory you want with go modules
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by
imadr
6y ago
RE2 source code is interesting, it seems to switch between simulating an NFA or a DFA depending on which is faster. However to my understanding, don't you first need to make an NFA and use subset construction to convert it to a DFA?