![]() Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. ![]() However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”). The minimal solution to this is to add a roll component to your camera state. ![]() As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Checks to see if the board is black or not.Returns a list of points that can be placed on this board.Returns a list of positions for the board.Returns a list of points that can be placed on the board. ![]() This is intended to give you an instant insight into Checkers-and-Chess implemented functionality, and help decide if they suit your requirements. Kandi has reviewed Checkers-and-Chess and discovered the below as its top functions. ![]()
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