Stuck on Rotation with Verlet Integration
June 17, 2006
I think I’ve almost got the hang of 3D math now, as well as simple physics engines, like verlet integration. One online tutorial, Vector Math for 3D Computer Graphics, has been particularly helpful. A webpage on game physics in 3D has also been somewhat helpful. One area of confusion still remains in my mind, and that’s how to make a 3D object rotate in a verlet integration scheme. I think I could easily figure out how to extend 2D verlet integration into 3D in every area I require, besides rotation. The author of the webpage on game physics in 3D that I just mentioned above delves into how to integrate rotations into his physics code, but he uses quaternions. I suppose I could possibly use quaternions. Sandy has a quaternion class. I hesitate to use quaternions mainly because I’ll still be using matrixes for translation. It seems simpler to use matrixes for every kind of transform, rather than using matrixes for everything except rotation. It’s tempting to wait until 3D Math Primer for Graphics and Game Development arrives in the mail, but I’ve played that type of mind game with myself in the past, so I know better. Sometimes, it gets the point of hacking my way through the analysis paralysis – just doing it – albeit not necessarily The Best Way. That may be the point where I am now.