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Re: Quesa/RB3D Question

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Quesa/RB3D Question
From: Nick Lockwood <nick at charcoaldesign dot co dot uk>
Date: Mon, 26 Apr 2004 08:56:43 +0100
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References: <6AD11B5A-95F6-11D8-87A7-000393B48432 at optonline dot net> <p06020441bcb1baed3748 at [192 dot 168 dot 0 dot 101]> <a05300b05bcb1bc956374 at [10 dot 10 dot 13 dot 3]>
Well, that *does* let RB do the math for you (in fact, that's pretty much all a Group3D is -- a way of changing rotating one or more objects relative to some different origin).

In the documentation Group3D's are described as being computationally expensive (not a direct quote). I always wondered about this - it seems a little vague. Computationally expensive relative to what exactly?

Relative to doing the math to move and rotate multiple objects yourself? Seems hard to believe.

Relative to moving a single object? Well duh! But it should still pale in comparison to the additional overhead of say, drawing the extra objects in the first place.

In either case having done a fair bit of this myself with fairly clunky math in places (i.e. sin and cos rather than quaternions or matrices) without any significant performance hit I'm struggling to see why this would ever be a significant performance issue.

Perhaps Joe could clear this up?

Nick

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