HOWTO: Step Away From Storing an Orientation as ‘3 Angles’
Via our local but currently distant MVP Catalin “Please leave a message after the beep” Zima comes the tip to an overview of matrix math for rotations:
As intuitive as the ‘3 angle’ approach is, the Matrix approach might be that daunting to the beginner. But it doesn’t have to be. I believe that after learning the basics of a matrix and how to visualize a matrix in the mind’s eye while manipulating it, it will be very easy for the beginner to pick up. So for the cost of investing a little time to understand the Matrix, your effectiveness in 3d programming will increase dramatically and you can stop the insanity of banging your head again the ‘3 angles’ brick wall.
Get your full fix at Matrix Basics. How to step away from storing an orientation as ‘3 angles’.
Geodesic Grid, Part 3
Brian Schaeflein published part 3 of his Geodesic Truncated IcosahedronsGrid series, covering his design decisions about how to store the cells to aid pathfindig.
Geodesic Grid
Brian “JeBuS” I-Don’t-Know-His-Last-NameSchaeflein published a multi part article about Geodesic Truncated Icosahedron (part 2 is here, part 3 is pending) in C# and the XNA Framework. Geodisc Truncated Icosahedrons are “a shape made of hexagons and pentagons” that “has as many faces as needed to make it as spherical as needed, like a Geodesic Dome”.
Head over and grok the code for fun and profit.
Also note his disclaimer in the first post:
I don’t claim that my way of programming is the best way. As far as design patterns and whatnot go, my way works for me, and the code gets the job done. If anyone can offer a more “elegant” approach to anything I’m doing, I’m all ears.