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The rotation algorithm doesn't work when viewing things in 4D. Especially worrying is how rotating stuff the opposite way doesn't actually unrotate it when points start to fall apart. At least everything works in 3D...
Ideas:
come up with a new algorithm
steal an old algorithm from somewhere
use like, actual matrix rotations or quaternions or whatever
keep the old algorithm because it's easier to extend to higher dimensions? is it?
The text was updated successfully, but these errors were encountered:
The rotation algorithm doesn't work when viewing things in 4D. Especially worrying is how rotating stuff the opposite way doesn't actually unrotate it when points start to fall apart. At least everything works in 3D...
Ideas:
The text was updated successfully, but these errors were encountered: