From 05c4522e5ff424c65aab7cd36c7a15313630ac61 Mon Sep 17 00:00:00 2001 From: Matthew Kosarek Date: Sun, 25 Jul 2021 20:20:10 -0400 Subject: (mkosarek) Fix for wrong timestep --- 3d/rigidbody.html.content | 51 ++++++++++++++++++++++++++++------------------- 1 file changed, 31 insertions(+), 20 deletions(-) (limited to '3d/rigidbody.html.content') diff --git a/3d/rigidbody.html.content b/3d/rigidbody.html.content index 8bbf294..5a3eca2 100644 --- a/3d/rigidbody.html.content +++ b/3d/rigidbody.html.content @@ -17,24 +17,35 @@

Rigidbody in 3D

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Quaternion Time

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+ I hate to start off the article like this. I really do. But it really wouldn't be a discussion of 3D simulation if we didn't jump right into quaternions. Before I start, however, I recommend you take a look at this article. Quaternions have been written about over and over throughout the years (and I have read many articles about them over and over throughout the years), so I will not waste your time describing every single detail here. The article that I linked to should provide you enough information to begin to understand what quaternions are and why they're important. That being said, I will provide a brief intro to quaternions here, as well as my own C++ implementation of their algebra. (This article is also quite useful: Dance's With Code Website) +

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