Last week Ben and I chatted about taking an hour of the regular
meetings to explore rocket physics and, at his request, "geometry"
topics---first up, quaternions. So let's try that tonight.

During tonight's regular weekly meeting, from 8pm to 9pm anyone who's
interested is invited to chat about rocket physics: how physicists
model the forces on a rocket in the abstract, and how a practical
computer model of those forces should work.

Not trying to be nit-picky, but this has been bugging me for a while. I'll see if I can get my point accross without over-stressing semantics.

One doesn't learn about algorithms by studying science; That's too broad. Instead, *computer science* might make more sense. Similarly, I think what you want to know about isn't Physics (study of motion, energy, forces, matter, and spacetime), but rather Dynamics (study of forces that cause motion) and Kinematics (study of motion without regard to source of forces). I suspect that the use of the term "Physics" comes from the term "physics engine" which started some years ago associated with computer games.

I guess we *could* talk about relativity and mass to energy conversions, but it has little practical use for us right now :)

I took some time last week to wrap my head around quaternions so I'm
prepared to discuss what they are, why you want to use them in
practical physics models, and how the important operations on them


If we have time, I'd like to follow that up with discussion of how to
implement forces that cause rotation in rockets. Several people in
PSAS have been trying to explain this stuff to me over a period of
years and I'm hoping to get some of it to stick, preferably in the
form of executable code.

This probably isn't a 1-2 hour discussion... Others have spent ~40 hours on it so far. We'll see.

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