| Thanks for the information. It's nice of you to point out that 4x4 matrix is projective in nature, and I understand that GA could potentially be more performant for its more compact usage of numbers. But to really make it popular and understandable, a "simple" version of GA that handles translation, rotation & non-uniform scaling would really help, without the group thoery concepts, even better, make it in the context of a scene graph hiearchy, with a unified operator like "multiply". Also is it possible to collapse a series of such transforms in a single versor like you can do with matrices without going into dual quaternion stuff? In generic game developemnt, translation, rotation, and non-uniform scaling are all extremely basic things that cannot be handwaved away or "too big". Also, why the need o a dual(e12, e02, e01) to represent a point when in vector it's just a (e0, e1, e2). This is just counterinuitive. This is what I mean by "quickly gets complicated" and it feels nearly as opaque as cross product in vector math. Just explaining my experience digging in GA for a couple of weeks. |
It seems like it isn't needed, but it hasn't all been wrapped up into an easy to understand package yet:
http://terathon.com/blog/projective-geometric-algebra-done-r...
http://terathon.com/blog/symmetries-in-projective-geometric-...