> Personally, I have always found it important to actually understand the things I am using. I remember learning about Cross Products and Quaternions and being confused about why they worked this way, but nobody talked about it. Later on I learned about Geometric Algebra and suddenly I could see that the questions I had were legitimate, and everything became so much clearer.
I tend to agree with the author. I find it a lot harder to work with concepts I don't understand: I'm forced to "fly blind" and just plug in formulas and hope everything works. At the latest when you have to debug something, this can go horribly wrong and leave you without a lot of options.
Besides, your GPU shader code implements fast quaternions, and you aren't going to get NVidia to replace them with rotors. So the game is lost.
Oh, unless you don't mean "understand everything" and are going to draw your arbitrary line at the GPU.
Different people will be okay with different levels of understanding. You put "deep" in quotes. You should also put "heuristic" and "easier", and many more, because all of these terms are up for analysis now.
A very heuristic operation of technology is "power cycling"--"have you tried turning it off and on". Another version is "factory resetting". This is very useful, but without a slightly deeper understanding of what is does, or how computers work, it's easy to waste time doing it. Like if I get a cloudflare message saying some website is unavailable, I'm not going to log out and back in. I'm not going to turn my computer off. I'm not going to do anything. But that requires a slightly deep understanding.
I wouldn't try to argue what's easier and what's harder for people so generally. There are lots of different kinds of people. That's why both the quote and the grandparent are explaining their personal motivations and describing themselves. I mean, you kind of acknowledge this after the fact when you talk about "arbitrary lines", but it still sounds like you're dissing someone's "arbitrary" personality. I mean, yeah, even if it were arbitrary drawn at GPU---that's the sense in which we are individual people...
From my personal experience, it can pay off immensely to understand the internal structure of the representation you're working with. I can look at a 4x4 matrix and immediately identify some stuff (does it include a translation component? does it scale and is this scale uniform? is it rotated and around which axis?).
Meanwhile, I can't do this with a quaternion. I know what they do and can understand how, but I have no intuition for what the four numbers mean.
I doubt using the concept of rotors in place of quaternions would've made my experience any better. It's not the concepts that really frighten me - I can read about them and nod my head, pretending that the information is somehow sinking into my brain; the things that scared me were the equations which, the article implies, are pretty much the same.
In the end, the things (seem to) work as intended in my library, and I can now sleep at night knowing I'll never have to revisit quaternions (or rotors) again in my life.
(by moving the world around the origin)
Game development is not fundamentally more hard than any other field of applied engineering or mathematics. It isn't theoretical mathematics. You just use the math.
Needing to "understand" root construction before "being able to use" is just procrastination.
Star citizen needed 64 bit positioning for real world planet scales in game, that had to be hacked into cryengine...
since I feel personally attacked by that statement (I say in jest), it's more charitably viewed as a risky investment. Understanding now might help you use it more efficiently later.
3D Rotations are traditionally very tricky to represent in a computer! It's only in "modern" times that basically everyone has settled down on quaternions as the best parameterization. I think the comparison to anything about real numbers misses the point. It's not about rotors themselves, or real numbers themselves, it's about how they model something we care about. Money isn't a real number, but we model a balance in an account using one. And an accountant definitely needs to understand operations such as "debiting", "crediting", "accruing interest". So they need to understand addition, negative numbers, and multiplication. But that's just because of the choice of the model.
funny enough, it seems like lots of accounting existed a while before negative numbers were obvious, so there are all sorts of to-me funny ways of representing negative numbers, or subtraction (I don't have any clear evidence to back this up). Everyone was doing accounting just fine before, but really it just feels more obviously elegant to use a negative number to represent a deficit.
Also :
You "can" be a "good" engineer while thinking the Earth is flat. (Unless you're working on space-related projects of course.)
You "can" be a "good" scientist without knowing anything about epistemology, Popper, Kuhn...
(But can you, really, be a good one ?)
(Also IMHO most of today's economists are just charlatans akin to the astrologers of old, misusing math because math gets your more respect, and it's probably related...)