query: Create quaternion based on where a unit is hit (shield effect as in Starcraft 2)
positive_passages.docid: 15301
positive_passages.text: Orienting a model to face a target
negative_passages.docid: 124863
negative_passages.text: Performing Wick Rotation to get Euclidean action of a scalar field $\Psi$
negative_passages.docid: 100158
negative_passages.text: How to find Origin for Angular Momentum?
negative_passages.docid: 109163
negative_passages.text: Keeping rotation values within a range of 0 to 360°
negative_passages.docid: 110696
negative_passages.text: Customizing the output of Compass sprites
negative_passages.docid: 24289
negative_passages.text: Throwing a shield after a full attack action
negative_passages.docid: 128100
negative_passages.text: how to add a radius to an enemy using A* so it can only detect the player inside it
negative_passages.docid: 76035
negative_passages.text: semi direct of quaternionic group
negative_passages.docid: 141925
negative_passages.text: Rotating towards a target in top-down 2D game
negative_passages.docid: 50381
negative_passages.text: Quaternion for beginner
negative_passages.docid: 127266
negative_passages.text: Create acceleration with direction
negative_passages.docid: 26698
negative_passages.text: Math beyond Quaternions
negative_passages.docid: 25087
negative_passages.text: How to make grass respond to an object hitting them
negative_passages.docid: 75481
negative_passages.text: Switch axes and handedness of a quaternion?
negative_passages.docid: 77909
negative_passages.text: Two axes for rotational motion
negative_passages.docid: 151670
negative_passages.text: Quaternions, Rotations and Real numbers
negative_passages.docid: 97044
negative_passages.text: What is the name of this effect, and what is a good way to replicate it?