I'm trying to look how the formula made on this http://www.gamedev.net/reference/programming/features/quatcam/page2.asp" [Broken]. I want to know how this formula was derived. I tried to look on Quaternions and Rotation Sequences book but they use sin/cos which is so different on this.(adsbygoogle = window.adsbygoogle || []).push({});

N.w = a.w*b.w - a.x*b.x - a.y*b.y - a.z*b.z

N.x = a.w*b.x + a.x*b.w + a.y*b.z - a.z*b.y

N.y = a.w*b.y - a.x*b.z + a.y*b.w + a.z*b.x

N.z = a.w*b.z + a.x*b.y - a.y*b.x + a.z*b.w

or maybe I'm lost?

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# Quaternion for 3D FPS Camera

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