LWJGL Forum

Programming => General Java Game Development => Topic started by: Wolftein on September 03, 2009, 17:56:51

Title: Scale, Rotation, Translation
Post by: Wolftein on September 03, 2009, 17:56:51
Title: Re: Scale, Rotation, Translation
Post by: Rene on September 04, 2009, 12:08:03
That's quite a broad subject, and it's better to get yourself a book than using online tutorials IMHO. Are you familiar with the basics of Vector/Matrix algebra?

Oh and BTW, it might be better to use quaternions for rotations instead of matrices, they're usually faster to compute and require only four floats storage.
Title: Re: Scale, Rotation, Translation
Post by: tomb on September 04, 2009, 15:13:02
Use an existing library. No need to code that yourself. Java3D has vecmath library that you can use. It can be downloaded from here: https://java3d.dev.java.net/binary-builds.html . There is also third party version of the api.