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by GuB-42
1471 days ago
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On the subject of quaternions, here is an article that pops up on HN from time to time. https://marctenbosch.com/quaternions/ It is called "Let's remove Quaternions from every 3D Engine". The author suggests replacing quaternions with rotors and geometric algebra. In 3D, the formulas are essentially the same, but framed differently. It makes some "surprising" properties more intuitive and is extensible to any number of dimensions. The last part is especially relevant to the author as he is developing "Miegakure", a 4D game (i.e. the game world has 4 spatial dimensions). |
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Although I disagree with how the author describes quaternions as black boxes. The two questions he asks:
- Why does i2=j2=k2=−1 and ij=k? - Why do we take a vector and upgrade it to an "imaginary" vector in order to transform it, like q(xi+yj+zk)q∗?
Are clearly explained in these interactive videos created by Grant Sanderson and Ben Eater: https://eater.net/quaternions
After I watched those videos, quaternions stopped being so opaque to me. I recommend them :-)