Elektrine lite

← Feed

@archo@mastodon.gamedev.place

Post #2671177

2026-05-08 07:45 UTC

the reason why I'm looking into this less efficient form of interpolation is that I want to combine it with angular velocity for my quadratic spline thing the problem with quaternions being that interpolating quaternions does not map to any kind of physical behavior at the numerical level whereas axis-angle is angular velocity vec3 dir=axis, length=angle encoding also allows componentwise separation such that each component can get a separate curve #gamedev #math

Replies (1)

  • given real starting/ending rotations once the temporary starting rotation is expressed as [0;0;0] and the temporary ending rotation is the difference of real starting/ending rotations, expressed as vec3 dir=axis, length=angle it is now possible to do a componentwise interpolation between the rotations using the QLIF method (https://mastodon.gamedev.place/@archo/116516977975559261) because it requires finding an intersection point between 2 straight lines creating an editor for that will be a challenge though #gamedev #math

    Open ##2671178