# Understanding Quaternions

In this article I will attempt to explain the concept of Quaternions in an easy to understand way. I will explain how you might visualize a Quaternion as well as explain the different operations that can be applied to quaternions. I will also compare applications of matrices, euler angles, and quaternions and try to explain when you would want to use quaternions instead of Euler angles or matrices and when you would not.

# Understanding the View Matrix

In this article, I will attempt to explain how to construct the view matrix correctly and how to use the view matrix to transform a model’s vertices into clip-space.  I will also try to explain how to compute the camera’s position in world space (also called the Eye position) from the view matrix.

# 3D Math Primer for Game Programmers (Vector Operations)

In this article I would like to discuss operations on vectors.  This article assumes the reader has a basic knowledge of what vectors are and how they are represented. My goal here is simply to refresh your memory about what kind of operations can be performed on vectors specifically operations that are important if you are trying to create a 3D game engine.