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Mathematics
Mathematics for Game Development
1. Foundational Mathematical Concepts
2. Linear Algebra: Vectors
3. Linear Algebra: Matrices
4. Geometric Transformations
5. Advanced Rotation: Quaternions
6. Trigonometry in Games
7. Calculus for Motion and Physics
8. Physics Simulation
9. Probability and Randomness
10. Curves and Splines
11. Specialized Topics
Advanced Rotation: Quaternions
Limitations of Matrix Rotations
Gimbal Lock
Definition and Causes
Euler Angle Problems
Loss of Degrees of Freedom
Interpolation Issues
Linear Interpolation Problems
Non-Smooth Rotation Paths
Storage and Computation Costs
Matrix Size
Computational Overhead
Quaternion Fundamentals
Quaternion Structure
Four-Component Representation
Scalar and Vector Parts
Mathematical Notation
Quaternion Interpretation
Unit Quaternions
Rotation Representation
Relationship to Complex Numbers
Axis-Angle Representation
Rotation Axis
Rotation Angle
Conversion to Quaternion
Comparison with Euler Angles
Advantages of Quaternions
Disadvantages of Quaternions
Quaternion Operations
Basic Quaternion Arithmetic
Addition and Subtraction
Scalar Multiplication
Magnitude Calculation
Quaternion Multiplication
Hamilton Product
Non-Commutativity
Rotation Composition
Quaternion Normalization
Unit Quaternion Requirement
Normalization Process
Quaternion Conjugate
Inverse Rotation
Quaternion Inverse
Calculation
Vector Rotation with Quaternions
Rotation Formula
Implementation
Quaternion Interpolation
Linear Interpolation Limitations
Non-Constant Angular Velocity
Path Issues
Spherical Linear Interpolation
SLERP Algorithm
Constant Angular Velocity
Smooth Rotation Paths
Applications
Animation Systems
Camera Movement
Character Rotation
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6. Trigonometry in Games