I'm trying to create a 4D environment, similar to Miegakure's.
I'm having trouble understanding how to represent rotations. The creator of Miegakure wrote this small article explaining he made a class for 4d rotors. http://marctenbosch.com/news/2011/05/4d-rotations-and-the-4d-equivalent-of-quaternions/
How can I implement the functions of this class ? In particular the functions to rotate vectors and other rotors, and getting the inverse ?
I would appreciate some pseudocode examples. Thanks a lot to anyone who bothers answering.