I had a small emergency when all my openGL stopped working system wide, after a lot of playing about and at one point losing Xorg I found that I had a new kernel built that I had never rebooted into, after rebooting into the 2 month old kernel and a bit more mucking about everything is good again.
I have finished reading the "call of cthulhu and other weird stories" another collection of HP Lovecraft's tales. This one was much more accessible then the "Dreams in the witches house" but ultimately less interesting. I was particularly let down by the infamous "Call of Cthulhu" which goes no where.
After that I bought RG Veda a clamp English manga, which in true Japanese style is read right to left, loads of fun but did not fill in the blanks from the video :(
I have created a page http://www.jumpstation.co.uk/rotation/ that contains the Java applets I created to get my Maths right plus some information on how its all pulled together.
Unfortunately this means I have not actually had any time to work on the screen saver that is to receive the code.
I am still have problems with rotations in 2d space, so much in fact that I think I will write up all the Java applets I am writing to test theories and offer some one else a chance.
Of course if I had only paid more attention in Maths class ... (blame the teachers)
I finally got around to watching the 2010 DVD I bought in Ireland and was disappointed to find I had seen it before, but it is good, I might even buy 2020 (book) to find out what happened next.
This line marks the passing of fluffy ... all the best
Although not implemented I have (I think) worked out how you can track a object rotated about a distant axis.
Imagine a chess board with a pin in the center, in the bottom left hand corner square is a prawn (slightly frozen).
You are a fixed camera looking at the board as a human sitting at a table with the board in front of them might.
Directly in front of you is the center of the board, to your left and low in your view is the prawn.
You rotate and tilt your head/camera to view the prawn, the board turns slowly, the prawn moves (as the board rotates) up and right eventually leaving your field of view.
Thats the problem I want the camera to track the moving prawn, turns out I can get the distance to the prawn from the center using Pythagoras then I can use trig to get the angle, and on the rotation to get the new angle and the use Pythagoras again to work out the Adj and Opp sides which are the offsets to move the camera in 2d space, phew.
Now to implement it ....
This page is by me for me, if you are not me then please be aware of the following
I am not responsible for anything that works or does not work including files and pages made available at www.jumpstation.co.uk
I am also not responsible for any information(or what you or others do with it) available at www.jumpstation.co.uk
In fact I'm not responsible for anything ever, so there!