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Game Programmer Interview

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Gameloft

How do you represent rotation in 3D and why?

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2 Answers

0

Quaternion, Smoother interpolation ( SLERP ) , Relatively compact ( vec4 ) Euler Angle, Gimbal lock, but compact. ( vec3 ) Matrix, All transformation will finally come to matrices.

Tsing on

0

Quternions instead of Vector3 because of gimbal lock.

Anonymous on

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