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[-] Hasherm0n@lemmy.world 33 points 5 days ago

For anyone else that needs the reminder, the one on the right is Euler's formula.

https://en.m.wikipedia.org/wiki/Euler%27s_formula

[-] kautau@lemmy.world 49 points 5 days ago

It’s amazing how much a visualization can help to explain

Like I had to take a few higher level math classes in college since I majored in comp sci, and the difference between a professor just writing notation on a board and rambling for an hour vs a professor explaining application and using visuals to explain was such a wild difference in the quality of classes

[-] rothaine@lemmy.zip 24 points 5 days ago

Meanwhile Euler was coming up with all this shit while being blind

[-] deepus@lemmy.world 5 points 5 days ago

Euler: What is one banana and why does Tom have seven?

[-] logicbomb@lemmy.world 15 points 5 days ago

More specifically, the power series proof of Euler's identity.

[-] MonkeMischief@lemmy.today 9 points 5 days ago

Oh sweet! That's the magic that makes rotations work intuitively in Blender and game engines! :D

... Still can't say I understand it but I sure am grateful!

[-] logicbomb@lemmy.world 8 points 5 days ago

I thought the magic that makes rotations work intuitively in games was quaternions.

[-] MonkeMischief@lemmy.today 6 points 5 days ago* (last edited 5 days ago)

Wait, you're totally right! I had it turned around!

Quaternions avoid the gimbal lock issue, and are more efficient overall, but they're a bit more complicated to understand.

Euler is more user-friendly on the editing side of things, and easier to understand, but it's got some shortcomings. (Maybe that's why I thought this, perhaps some tutorials were telling me to use Euler at first...? Hm.)

Both are an option in Blender and Godot for instance, because one might suit a given situation better than the other.

this post was submitted on 29 Jul 2025
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