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Date: 2005-04-01 07:37 pm (UTC)
If you have control over the internal represenation you're using for rotations (e.g., a game), I strongly recommend using Quaternions. The mathematics behind them may be obscure, but they conceptually represent a rotation angle and axis, and can be converted to and from rotation matrices fairly easily. They are also order-independent and have no singularities. Every game I've ever worked on used Quaternions.
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