> typically, vector multiplication is treated as either dot-product or
> cross-product (with cross-product only existing in certain numbers of
> dimensions, such as 3 and 7, and "sort of" in 2).


This is exactly why I said "vector algebra considered harmful".  The
cross product is actually a shadow of a more general product called
the outer product, which is defined in every dimension and not just
for vectors.  The dot product is the inner product.  The geometric
product is a combination of the inner and outer products.  The
geometric product of two 3d vectors is a quaternion.


> for 2D and 3D, vector math works fine.
>
> and in 3D, vector math is much nicer than 3D trigonometry.
>

To see what's possible when you don't confine yourself to vector
algebra, have a look at A Treatise of Plane Geometry Through Geometric
Algebra[1].  Saying that vector algebra works fine to my mind is like
saying that programming in assembly works fine.


> quaternions also exist, and can be useful, but for many practical tasks
> (such as performing rotations) share an ongoing battle with matrix-math, and
> in some cases with angle-based systems.
>
> may as well include quaternions as well though, since as I see it there is
> no fundamental conflict between them and vectors.
>

There's no conflict but if you confine yourself to vector math, you're
losing a large chunk of the higher level structure available.
Culturally, we've been indoctrinated into thinking that matrix math
and vector algebra is the be-all-end-all of spatial computation when
it's really the lowest level representation.  There are much richer
languages out there that deal with hierarchies of subspaces [2].


[1] 
http://www.lomont.org/Math/GeometricAlgebra/GA%20Treatise%20A%20-%20Calvet.pdf
[2] http://faculty.luther.edu/~macdonal/laga/

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