Rotation: Matrices, Quaternions, and Euler Angle Vectors

One of the most common types of transformations that are simulated in 3D Engines is rotation. There are a number of way of representing rotations: in matrices, quaternions, angle vectors, and in degrees and radians. The most accurate and least limited way of storing them is in matrices. A matrix is a mathematical concept that [...]

Picking

This is a quick post which will discuss picking. Picking is the process of figuring out what object was clicked on in a 3D scene. There are a number of ways of doing this, each with their own pros and cons. Color Keys The first method of picking is using color keys. Basically, every 3D [...]


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