Timeline for How do I ADD gravitation to a rotation matrix?
Current License: CC BY-SA 3.0
14 events
| when toggle format | what | by | license | comment | |
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| Sep 23, 2016 at 23:54 | history | tweeted | twitter.com/StackGameDev/status/779468965789696000 | ||
| Sep 5, 2016 at 13:12 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Aug 4, 2016 at 0:37 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Jun 24, 2016 at 15:33 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| May 23, 2016 at 8:10 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Jun 26, 2015 at 22:02 | comment | added | akaltar | @Akareyon I would love to see this work as I do have an L-System, maybe you could create a separate matrix, and just use matrix multiplication? Other than that, I guess you must resort to some other iterative method. | |
| Mar 28, 2015 at 15:35 | answer | added | Robert Eastwood | timeline score: 1 | |
| Sep 27, 2013 at 8:56 | comment | added | Akareyon | Maybe I was being unclear. Here: math.stackexchange.com/questions/40808/… I learned how the gravity vector inside the object is computed, with the world gravity vector and the rotation matrix given; therefor I was under the impression that some similarly trivial approach would suffice to transform a rotation matrix "towards" a world vector, so to speak. | |
| Sep 26, 2013 at 18:19 | comment | added | Nathan Reed | Well, I imagined coming up with a formula rather than a bunch of conditionals. The amount of extra tilt should vary continously with the current orientation. | |
| Sep 26, 2013 at 8:03 | comment | added | Akareyon | Thank you! I have considered that, but only as a last resort as it involves a bunch of conditionals - as you say, IF tilted to the right, tilt a little more to the right, also pitch a little down if heading forward, BUT more up if belly-up and so on. I imagined there would be an easier, straightforward way to simulate a gravitational "pull" on the turtle's trajectory. | |
| Sep 25, 2013 at 18:53 | history | edited | Akareyon | CC BY-SA 3.0 | added 139 characters in body |
| Sep 25, 2013 at 18:52 | comment | added | Nathan Reed | You could try altering the angle based on the orientation of the current segment. If it's currently tilted to the right of vertical, tilt the next segment a bit farther right as if gravity were pulling on it, and vice versa. | |
| Sep 25, 2013 at 18:01 | review | First posts | |||
| Sep 25, 2013 at 18:12 | |||||
| Sep 25, 2013 at 17:43 | history | asked | Akareyon | CC BY-SA 3.0 |