UsefulLinks
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
5.
Advanced Rotation: Quaternions
5.1.
Limitations of Matrix Rotations
5.1.1.
Gimbal Lock
5.1.1.1.
Definition and Causes
5.1.1.2.
Euler Angle Problems
5.1.1.3.
Loss of Degrees of Freedom
5.1.2.
Interpolation Issues
5.1.2.1.
Linear Interpolation Problems
5.1.2.2.
Non-Smooth Rotation Paths
5.1.3.
Storage and Computation Costs
5.1.3.1.
Matrix Size
5.1.3.2.
Computational Overhead
5.2.
Quaternion Fundamentals
5.2.1.
Quaternion Structure
5.2.1.1.
Four-Component Representation
5.2.1.2.
Scalar and Vector Parts
5.2.1.3.
Mathematical Notation
5.2.2.
Quaternion Interpretation
5.2.2.1.
Unit Quaternions
5.2.2.2.
Rotation Representation
5.2.2.3.
Relationship to Complex Numbers
5.2.3.
Axis-Angle Representation
5.2.3.1.
Rotation Axis
5.2.3.2.
Rotation Angle
5.2.3.3.
Conversion to Quaternion
5.2.4.
Comparison with Euler Angles
5.2.4.1.
Advantages of Quaternions
5.2.4.2.
Disadvantages of Quaternions
5.3.
Quaternion Operations
5.3.1.
Basic Quaternion Arithmetic
5.3.1.1.
Addition and Subtraction
5.3.1.2.
Scalar Multiplication
5.3.1.3.
Magnitude Calculation
5.3.2.
Quaternion Multiplication
5.3.2.1.
Hamilton Product
5.3.2.2.
Non-Commutativity
5.3.2.3.
Rotation Composition
5.3.3.
Quaternion Normalization
5.3.3.1.
Unit Quaternion Requirement
5.3.3.2.
Normalization Process
5.3.4.
Quaternion Conjugate
5.3.4.1.
Inverse Rotation
5.3.5.
Quaternion Inverse
5.3.5.1.
Calculation
5.3.6.
Vector Rotation with Quaternions
5.3.6.1.
Rotation Formula
5.3.6.2.
Implementation
5.4.
Quaternion Interpolation
5.4.1.
Linear Interpolation Limitations
5.4.1.1.
Non-Constant Angular Velocity
5.4.1.2.
Path Issues
5.4.2.
Spherical Linear Interpolation
5.4.2.1.
SLERP Algorithm
5.4.2.2.
Constant Angular Velocity
5.4.2.3.
Smooth Rotation Paths
5.4.3.
Applications
5.4.3.1.
Animation Systems
5.4.3.2.
Camera Movement
5.4.3.3.
Character Rotation
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6. Trigonometry in Games