When searching for slerp, I get this text:
Slerp is shorthand for spherical linear interpolation, introduced by Ken Shoemake in the context of quaternion interpolation for the purpose of animating 3D rotation.
As far as I understand it, slerp is important for rotations in 3D, since the rotation is composed of multiple angles and it's important to consider the whole structure rather than each number individually.
However, I've also heard of people choosing between lerp and slerp for a single angle for rotation in 2D (where lerp is done with a lerp_angle method takes into account rotations in both directions). I don't understand what slerp would mean in 2D or how it would be different. Is there some case in which lerp doesn't work right in 2D? Is the behavior different, how?