- Course Notes
- Labs
- Oculus developer forums
- Leap developer forum
- Bryan's blog
- Bryan's youtube channel
- Bryan on Twitter
- [Some notes on C++ and git](Game Engines 1a.md)
- Class Facebook page
- Animatronics video playlist
- Hao Guan 2013 Game AI
- Hao Guan 2013 FYP
- Paul Conway 2013 Game AI
- Conor Meehan's Space Battles in a custom engine assignment
- Conor Meehan's Space particles on the GPU assignment
- Conor Meehan's Procedurally generated planets FYP (2013)
- Physics engine assignments 2011
- Physics engine assignments 2007
- Game AI in Unity
- Space battles 2011
- Dont forget Hao Guan is visiting the lab class on Wednesday to answer any of your bullet questions
- Constraints in BGE/Bullet
- Lecture notes on bullet constraints
- Equations of motion for 3D physics video
- Creating rigid bodies in BGE using Bullet video
- Dont forget Hao Guan is visiting the lab class on Wednesday to answer any of your bullet questions
- Hamiltonian mechanics lecture notes (http://1drv.ms/1qbcpdE)
- Lab 7
-
A quaternion is like a vector, but with a "w"
To construct one, use an axis and an angle, that's what we do
For rotations it must be normal, or otherwise its pure
So we normalise, divide by length, just to be sure
To invert a normal quaternion, we negate x, y and z
Multiply quaternion, vector, inverse quaternion and it rotates don't you see
A rotation of 0 radians is the same as two pi
To convert a quaternion to a matrix, we use the API
So here's a health to old Hamilton, your inventor it would appear
And to imaginary numbers floating in the hypersphere
- Dr Bryan Duggan
- Trigonometry, Vectors & a visit from Ralph Crowley from BitSmith Games Video
- Lab 2
- Read the game maths lecture notes
- A great 4 part series of blog posts all about vectors & matrices - Essential reading
- Aside: An interesting article about how 2D rotations work
- Lab 1
- Read the game maths lecture notes
- [Some notes on C++ and git](Game Engines 1a.md)
- Trigonometry practice problems
- Introduction to git video