Show HN: Visualizing the math that powers 3D character animation
On the subject of quaternions, here is an article that pops up on HN from time to time.<p><a href="https://marctenbosch.com/quaternions/" rel="nofollow">https://marctenbosch.com/quaternions/</a><p>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).