Hello,

I have written a class to rotate an object around the world x and z axes,
and accelerat/deccelerate along its Z axis, using a keyListener to get
input.

This has been quite complex for me, as I knew no vector or matrix maths, and
the resulting code for rotating the axes and the ship and the accel/decel
axis vectors is a bit of a mess and not quite right yet, with axiangle4f's
and vectors and point3f's all over the place :)


There must be an elegant well explained solution to this somewhere.... if
anyone can point me in the right direction it would save me a lot of time :)

Also, does anyone know of any books / good well explained net resources that
can help me learn about the Maths behind all this? whats a vector cross
product? etc.. etc.. but nothing too technical! (I dont want lines and lines
of integrals and other funny squiggles!), something aimed squarely at 3D
manipulations and along the lines of, to do A, you need to compute B.



Thanks in advance,

Matthew Warren.
IBM ADSM Support Mainz,
(SCS Ltd)

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to