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 :(