When to use Euler vs Axis angles vs Quaternions?

Posted by manning18 on Game Development See other posts from Game Development or by manning18
Published on 2012-07-05T05:58:43Z Indexed on 2012/07/05 9:23 UTC
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I understand the theory behind each but I was wondering if people could share their experiences in when one would use one over the other

For instance, if you were implementing a chase camera, a FPS-style mouse look or writing some kinematic routine, what would be the factors you consider to go with one type over the other and when might you need to convert from one form of representation to the other?

Are there certain things that only one system can do that the others can't? (eg smooth interpolation with quaternions)

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