Great presentation 10/10, watched the whole thing. Metaballs are like the ideal solution to water simulation/visualization. On the other hand the marching cubes approach sounds really inefficient for the approximate result it gives. How does that ever work fast enough for realtime?
The guy did forget to mention that quaternion lerp gets progressively worse the larger the angle is, though. It's not something magically almost the same like he tells it.
Didn't quite get the last part with the collisions, but as long as bullet handles that for me I'm good.
I've always hated math myself. Okay not exactly accurate, I've always hated the way schools do and present math. They make us solve hundreds of imaginary problems to learn the principles. While reasonably effective it has the side effect of making you hate every living moment of it because it appears as sisyphean work, with no end or apparent purpose apart from not getting graded badly.
Only after starting gamedev/programming and facing some real world math problems it became far more interesting and fun to do.
Project work on some tangible real problems should be the way to study math in my opinion.