Linear algebra is the branch of mathematics concerning vector spaces and linear mappings between such spaces. The tag is generally used for questions regarding calculations over vectors.

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How to get a pleasant path accelerating to a point

I am having trouble moving an object to a target position with a maximum acceleration limit. If i just accelerate towards the target the object will fly in a doughnut a few times before hitting the ...
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1answer
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How to find the “up” direction of the view matrix, with GLM

Using OpenGL and the GLM matrix library, I want to translate my camera relative to the world coordinate system. This requires me to compute the necessary view matrix. To initialise the view matrix, I ...
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How does collisions caculates when developing game in Build an HTML5 Game book

I don't understand authors login when calculating collisions between two circles (bubbles). Here is the Calculating collisions section. Author writes: The bubble being fired follows a set of ...
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1answer
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Can not seem to adjust the speed of my Car

I'm programming in C++, rendering in OpenGL and using GLM for matrix/vector manipulation and I have implemented very (very) basic car controls; ignoring many forces that are present in reality. Since ...
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When use LookAt or Inverted world matrix to compute View Matrix?

I am reading this article http://www.3dgep.com/understanding-the-view-matrix/ and it says that View Matrix is the inverted matrix of World (or Model) Matrix but in the first approach the article ...
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How to convert Screen-space translation into World-space translation

private void Translate(SceneMouseMoveEventArgs args) { var camera = args.Camera; origin_screenspace = camera.UnProject(_position).Xy; cursor_screenspace = new ...
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Basic Line of Sight - Pygame

I'm working on a very basic platformer. All objects are rectangles. I've been looking for a simple way to determine if the line of sight is obstructed between Player and CPU by a platform. I saw ...
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Closest distance from 3D point to vector line

First let's have a look at my little drawing: I have an origin point p1 defined by x, y and z co-ordinates, and a vector v given by x, y and z magnitude. I also have an arbitrary point, p2, given ...
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How to rotate a line in 3d space?

I am trying to figure out direction vectors of the arrowheads of an arrow. Basically I'm given a normalized direction vector (u,v,w) and I need the normalized direction vectors of the its two arrow ...