Isn't there a more efficient way of doing things? cause basically from what you're telling is that I have to translate to where the center of my needed rotation is for every single object that needs rotated? what is the computational expense by doing it?
Also, it means I will have to restructure my math yet again, as if I had two points, <0,0,-24> and <10,0,-24> (stored in vectors)and I wanted to rotate around the y-axis, translating to <0,0,-24>, then that second point would be way off in its rotation, as it should then be <10,0,0>, as <0,0,-24> is the new origin for it(however, I could just write out my objects so that each object has a center point, and all the rest of its points are relative to that center).
thank god for you recommending that book, as it has all the collision detection I could ever need, and it leaves the implementation codewise up to the individual pretty much.
A little NOTE: I am thinking that in a little bit I might need help with some of the collision detection, as most of it uses time to predict the collision, instead of distance; however I dont know how I could implement time into consideration(unless I always solve for "t" in my equations and when "t" is almost equal to 0 count it as a collision)