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I have a question about 4d rotation:
I programmed a little 4d game and I used the classical hyper-sphere coordinates, to rotate a vector.

It works, but it has some problems :(
(just for clarity I take the cartesian coordinates, translate in hypersphere coordinates, add the angle I wish than translate back to cartesian)
This procedure causes gimbal locks and approximation errors.

I'm asking you if it is possible like in 3d to have quaterinions to manage the rotations?

btw I'll prefer to not use rotation matrix, which has other problems :(

Thx in advance for the help,
btw if you want to have a look at the game:
http://www.youtube.com/watch?v=8IUnqm8j4BE
http://www.youtube.com/watch?v=NaeqUp3jbls

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Yes. You can use two quaternions. One acts on the space of all quaternions by left multiplication and the other acts by right multiplication. –  Qiaochu Yuan Aug 21 '11 at 23:43
2  
Here are two related questions: math.stackexchange.com/q/40088 and math.stackexchange.com/q/24739 –  t.b. Aug 22 '11 at 0:35
    
thank you Theo! the guy really explained it well, I'll try to translate it in my program and if I have other question I'll come back here –  Pella86 Aug 22 '11 at 5:57
    
For more on what Qiaochu is referring to, see the Wikipedia entry en.wikipedia.org/wiki/… –  Willie Wong Aug 22 '11 at 13:04
    
I was going to ask this same question mysef, but my previous questions were quoted as references! I am using 4x4 matrix for rotations, but I was looking for something less resource intensive, like quaternions... –  lvella Nov 22 '11 at 14:20

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