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	<title>Comments on: Plan of open 3D game development</title>
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	<link>http://www.alundgren.se/2006/03/14/plan-of-open-3d-game-development/</link>
	<description>A piece of me</description>
	<pubDate>Wed, 08 Sep 2010 05:46:21 +0000</pubDate>
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		<title>By: Anders Lundgren</title>
		<link>http://www.alundgren.se/2006/03/14/plan-of-open-3d-game-development/comment-page-1/#comment-8</link>
		<dc:creator>Anders Lundgren</dc:creator>
		<pubDate>Thu, 16 Mar 2006 12:45:18 +0000</pubDate>
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		<description>I see you've done some more reading than I did. What I didn't reveal in the post is that my choice fell on Ogre in the end. I first looked at Panda 3D because it seem to be very simple and fast to develop prototypes with. But I wasn't sure if it was advanced enough so the next candidate was Irrlicht. By reading in the forums I found that Irrlicht have a some what bad design and is not as mature as Ogre, thus Ogre is my choice here. The future will reveal if this was a good choice or not. =)</description>
		<content:encoded><![CDATA[<p>I see you&#8217;ve done some more reading than I did. What I didn&#8217;t reveal in the post is that my choice fell on Ogre in the end. I first looked at Panda 3D because it seem to be very simple and fast to develop prototypes with. But I wasn&#8217;t sure if it was advanced enough so the next candidate was Irrlicht. By reading in the forums I found that Irrlicht have a some what bad design and is not as mature as Ogre, thus Ogre is my choice here. The future will reveal if this was a good choice or not. =)</p>
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		<title>By: Erik Johansson</title>
		<link>http://www.alundgren.se/2006/03/14/plan-of-open-3d-game-development/comment-page-1/#comment-7</link>
		<dc:creator>Erik Johansson</dc:creator>
		<pubDate>Wed, 15 Mar 2006 19:21:29 +0000</pubDate>
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		<description>An interesting fact with Ogre3D is that they are using &lt;a href="http://en.wikipedia.org/wiki/Quaternion" rel="nofollow"&gt;quaternions&lt;/a&gt; instead of matrices to do rotation. A quaternion can a bit simplified be described as the pair (x, v), where the scalar x is a rotation around the vector v. 

I'm currently using quaternions in a school project in a computer graphics course. They have the nice property that multiple rotations can be carried out just be multiplying quaternions and that linear interpolation (e.g. Slerp) is computational cheap. This is really useful when doing forward kinematics, which, by a striking coincident, is what I'm doing in my project.</description>
		<content:encoded><![CDATA[<p>An interesting fact with Ogre3D is that they are using <a href="http://en.wikipedia.org/wiki/Quaternion" rel="nofollow">quaternions</a> instead of matrices to do rotation. A quaternion can a bit simplified be described as the pair (x, v), where the scalar x is a rotation around the vector v. </p>
<p>I&#8217;m currently using quaternions in a school project in a computer graphics course. They have the nice property that multiple rotations can be carried out just be multiplying quaternions and that linear interpolation (e.g. Slerp) is computational cheap. This is really useful when doing forward kinematics, which, by a striking coincident, is what I&#8217;m doing in my project.</p>
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