Books for Game Developers
Circa 90s and early 2000s.<p>I like how there's a whole book on quaternions. I've never understood them and I'm convinced every definition I've read was written by someone who also didn't understand them. I might try to find a copy if I ever dabble in 3d again<p>Edit: To clarify, I understand the <i>need</i> for quaternions (to avoid gimbal lock), just not how to use them manually. Euler angles are simple enough, I can change whichever axis by some degrees or radians. But with quaternions I never understood what was going on under the hood