You are implementing the math library for a game engine.
You need to find a solution that stores transform information by using only four floats.
Which solution should you use?
A.
quaternions
B.
4×4 matrix
C.
3×3 matrix
D.
Euler angles
Explanation:
http://blogs.msdn.com/b/rezanour/archive/2012/04/29/math-primer-series-rotationrepresentations-and-quaternions.aspx