On 17 Dec 2012, at 19:28, John Clark wrote:
On Mon, Dec 17, 2012 at 1:08 PM, Richard Ruquist <yann...@gmail.com>
> I thought it was the product of two quaternions that is non-
Yes, multiplication is non-commutative for quaternions
> and that its primary feature is handling rotations in 3d space.
I don't know what you mean by primary feature but quaternions can
be used for handling rotations in 3d
That's correct. They are more efficient and natural to use than the
usual linear rotations matrices. The applications in video-games has
been improved a lot, strikingly for the amateur once the quaternions
have been used. And that is true for the virtual, video-game-
rotations, but also for the rotations of "real" satellites in space.
The octonions get eventually applications around quantum gravity.
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