182 karma · joined September 12, 2011
I'm all for pro democrazy. But there is a clear line between pushing a democratic agenda for the benefit of Hong Kong people and that of provoking dissidents at any opportunity possible with whatever means possible, to foster agendas by local tycoons and foreign intelligence agencies, which eventually cost Hong Kong people.
If you have never read the published paper on fostering dissidents for "academic" research in Hong Kong pease search for it.
China has plenty of its own problems to mind and its road to mondernization is far from over. It's the US that's in question. Why is it fussing over China so much? Why not mind its own business? Why blame everything on China when the US could spend the time improving lives for its own citizens? Or is its blood-sucking, globally exploitive economy cannot function without the sacrifice of an imaginary enemy?
US is the one that gets red-eyed all over a country that's doing good, just because itself can't seem to get out of the decline. What the US doesn't have, others can't either.
>> Also is it possible to collapse a series of such transforms in a single versor like you can do with matrices without going into dual quaternion stuff? In generic game developemnt, translation, rotation, and non-uniform scaling are all extremely basic things that cannot be handwaved away or "too big".
>Versors combine just like matrices (using just the ordinary product). (doing this for translations/rotations _are_ the dual quaternions, but you don't have to (and imho shouldn't) call them that.). Non-uniform scaling along your scenegraph (as opposed to in the beginning (object space) or at the end (view space)) is usually frowned upon in professional game development. (it makes it impossible to correct matrices using Gramm-Shmidt, and adds a lot of complexity to things like tracing hit rays etc).
Though frowned upon, it's important to retain the ability to do non-linear scales, as that's part of tuning things in-engine fast. It could be later corrected but without it, it becomes very cumbersome to do quick tunings of object scales or maybe simply doing quick scene mockups. I work in games in a professional capacity and find this usage very common and almost indispensible.
It's nice of you to point out that 4x4 matrix is projective in nature, and I understand that GA could potentially be more performant for its more compact usage of numbers.
But to really make it popular and understandable, a "simple" version of GA that handles translation, rotation & non-uniform scaling would really help, without the group thoery concepts, even better, make it in the context of a scene graph hiearchy, with a unified operator like "multiply".
Also is it possible to collapse a series of such transforms in a single versor like you can do with matrices without going into dual quaternion stuff? In generic game developemnt, translation, rotation, and non-uniform scaling are all extremely basic things that cannot be handwaved away or "too big".
Also, why the need o a dual(e12, e02, e01) to represent a point when in vector it's just a (e0, e1, e2). This is just counterinuitive. This is what I mean by "quickly gets complicated" and it feels nearly as opaque as cross product in vector math.
Just explaining my experience digging in GA for a couple of weeks.
Surprisingly very few people talk about this on Youtube with all those GA tutorial videos, and you can find scant information on the bivector site forum. In comparison, despite matrix represetntion's weaker mappng to geometric concepts, it handles everything in a more unified interface without too much complications.
For that matter the GA math feels much to be desired. There probably exists a undiscovered better version of GA that handles translation and scaling better and everybody could instantly agree on. Until that day GA probably won't see much general usage.