(no title)
hamish_todd | 1 year ago
(it's very long so I plan to edit the two streams into a digestible 10-15m or something. His fault not mine I'd say!)
Probably other commenters have already said, but the biggest giveaway is how he says we should move away from quaternions, and then demonstrates little to no awareness of why quaternions are used in engineering (vital in gamedev for example, your animations will look awful without quaternions). Yes, quaternions are hard if you are completely married to the idea that everything in geometry is ""vectors"". But the games industry put on its big-boy pants and learned to use them - they wouldn't do that if the things weren't useful for something, so it's bit silly to write an article like this if you haven't figured out why that happened.
asplake|1 year ago
unknown|1 year ago
[deleted]
howling|1 year ago
I'm sorry I must have missed that part. Can you point me to where did he say this?
hamish_todd|1 year ago
It's also implicit in the thing he says throughout: "bivectors and trivectors are good, but there's no reason to add a scalar to a bivector or a trivector to a 1-vector, nor is there a reason to multiply such objects". A quaternion is a scalar and a bivector added together!
unknown|1 year ago
[deleted]