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I wonder if this has anything to do with the 4D game that he is working on. Do quaternions work in 4D space?


Yes, it does; and no, they don't.


But they do? A 4d rotation can be decomposed into a left-isoclinic and right-isoclinic rotation, which in turn can be represented by left- and right-multiplication with unit quaternions.


That's hardly the most straightforward or intuitive decomposition. In particular, it makes simple monoplanar rotations overly complicated, in exchange for making isoclinic rotations super simple--while rotors handle monoplanar rotations entirely naturally, with an obvious extension to isoclinic rotations. And monoplanar rotations are a much nicer primitive to work with.


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