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Post #2671179

2026-05-08 07:56 UTC

one of the editing challenges is that full-circle loops will -not- start and end in the same location, if curves need to be shown the curves require picking any key"frame" as a reference point which will be [0;0;0], and then build [vec3 dir=axis,length=angle] points in both directions relative to their directionally previous points one full turn would be 360 degrees away vertically this is consistent with all angle-based interpolations but not quaternions #gamedev #math

Replies (1)

  • here's a small prototype of the idea described in https://mastodon.gamedev.place/@archo/116537863609460739 not entirely sure if it works in all cases yet but it seems to work in a simple test case I tried to show interpolation evenly by hand so you can see the effect start/end velocity has on the interpolation #gamedev #math

    Open ##2671180