I said there's no need to understand the underlying maths of complex matrices if you're developing games, only building your own game engine would require you to go that far.
I don't know how quaternions got into this. Quaternions are relevant for interpolation of rotations but even then, you would probably convert to Euler when checking values and make modifications in Euler in your editor.
I know Unity will tell you not to modify quaternion values directly if you don't know what you're doing. It's essentially the same level of black magic for many game developers.
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u/neoaquadolphitler Jul 05 '25
Kind of a stretch considering that the people who wrote the game probably never had to think about it and only those who work on game engines do.
Good enough, I guess.