<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Irrlicht @En on СЕРГЕЙ ТАРАБАН Блог разработчика игр</title><link>https://staraban.com/tags/irrlicht-@en/</link><description>Recent content in Irrlicht @En on СЕРГЕЙ ТАРАБАН Блог разработчика игр</description><generator>Hugo -- gohugo.io</generator><language>ru</language><copyright>Copyright Sergey Taraban</copyright><lastBuildDate>Mon, 07 Oct 2013 15:34:27 +0000</lastBuildDate><atom:link href="https://staraban.com/tags/irrlicht-@en/index.xml" rel="self" type="application/rss+xml"/><item><title>Adding quaternion scene node transformation support into Irrlicht engine.</title><link>https://staraban.com/adding-quaternion-scene-node-transformation-support-in-irrlicht-engine/</link><pubDate>Mon, 07 Oct 2013 15:34:27 +0000</pubDate><guid>https://staraban.com/adding-quaternion-scene-node-transformation-support-in-irrlicht-engine/</guid><description>
&lt;p&gt;In this article I will talk about adding support of quaternion transformation in Irrlicht graphic engine. This example could be useful for any other open source game engines.
&lt;a href="http://en.wikipedia.org/wiki/Quaternion"&gt; More about quaternion’s &lt;/a&gt;&lt;/p&gt;</description></item></channel></rss>