Re: [Plib-devel] Quaternions in plib
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From: Alexander R. <a_r...@in...> - 2000-08-11 01:17:39
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Hi, > > > ----- Original Message ----- > From: "Amit Bakshi" <am...@de...> > To: <pli...@li...> > Sent: Thursday, August 10, 2000 5:30 PM > Subject: Re: [Plib-devel] Quaternions in plib > > > > > > Because it's overkill. You don't need to use quaternions for everything. > > The only thing I use them for is for interpolation keyframed animations. > > For camera controls , eulers work fine; have been for years. > > But if you have a camera that can move on all three axes, then it's going to > screw up pretty quickly. I can't believe that these sort of cameras are all > that rare (any space/flight sim for example). Quaternions have the > advantage that they don't need to be reorthoganised _ever_, and from my > prespective four floats is a damn site better than twelve for network > transmission (OK, so it's a naive implementation - you could get away with > transmitting a single unsigned int if you used a lookup table. Again > quaternions would be quicker to lookup). > > Sam I have neither knowledge of net-related problems, nor have I designed the net part of my game yet well enough, bu I think that this is irrelevant ! The speed of the game played through the net does not depoend on the size of the data transferred at each frame, but on the time the packet needs to go from joystick to client engine to client net, there to the internet to some distant server (TIME! is lost), into the servers engine, and then back to the clients. if the delay time gets to great, game hangs or so But you can't improve delay time But I really have to admit that I dont kniow what I'm talking about, cause I am a novice in Net stuff as well as in 3D. > > > > _______________________________________________ > plib-devel mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-devel > I've just downloaded ACE... Alex -- Alexander Rawass Email: ale...@us... Project Homepage: http://kobayashimaru.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |