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Directly up and down in Eve

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Zappity
New Eden Tank Testing Services
#41 - 2016-02-10 02:34:40 UTC
Is it just me or is it slower to move the camera vertically than horizontally after the last patch? I don't like that.

Zappity's Adventures for a taste of lowsec and nullsec.

CCP Darwin
C C P
C C P Alliance
#42 - 2016-02-10 02:36:51 UTC
Zappity wrote:
Is it just me or is it slower to move the camera vertically than horizontally after the last patch? I don't like that.

That might be the case, I am not sure. Please post in the camera feedback thread.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Reiisha
#43 - 2016-02-10 13:27:53 UTC
Bienator II wrote:
CCP Darwin wrote:
gimbal lock avoidance


there is another way of dealing with that. You persist the rotation matrix between frames and only apply relative rotations to it (delta between current state and new state). Don't forget to normalize the rotation matrix once per tick or it will break real fast. Gimbal lock would only occur if you would rotate 90 degrees per frame, and you don#t want to do that anyway. Now you can have gimbal lock free rotation while using only "highschool" math and without complex numbers.

(i might have forgotten something since the last time i wrote things like that was like 15 years ago, OpenGL FTW)


Couldn't you also solve this by simply adding an additional directional vector?

If you do things right, people won't be sure you've done anything at all...

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