Arithmetic, geometry, calculus, and all else which resolves the number-crunching necessary in a game. Math questions are those that deal with the formulae and calculations used by the game in various parts.

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6
votes
1answer
1k views

Moving a particle around an Archimedean spiral at a constant speed

I want to move a particle in a spiral at a constant speed. Note that that is not a constant angular speed. This is proving rather difficult, and I'll go through my method so far below. The spiral in ...
0
votes
1answer
210 views

Particles are not moving correctly [closed]

I want to make a particle explosion, after something gets destroyed, but somehow only one line of mixed colors show up on the screen. Here's the header: http://pastebin.com/JW5bPLj2 Here's the ...
1
vote
2answers
204 views

How to get the result of random item with different possibility?

I'm wondering if anyone can guide me with following problem... Each fruit has different chance to be called out. Apple - 80% Orange - 10% Banana - 10% Each time a user click on the random image, ...
3
votes
3answers
408 views

Spot the difference game design help

I'm thinking of making a spot the difference game. But immediately I stumbled over a problem. I'm thinking of storing a "difference area" in the form of a x,y coordinate. However, because on a ...
10
votes
3answers
647 views

Random map generation - strategies for scattering/clustering random nodes

I am doing a simple 4X strategy game in space where each node is a point-of-interest (a planet, an asteroid and etc.). To randomly generate a map, I would follow the steps below Decide how many ...
1
vote
1answer
121 views

Can i tell if a Vertex Tree is a solid shape?

if a Vertex looks like this: struct vertex { vec3 point; vertex [] connected; }; Can I tell if this makes a solid shape with no holes? (e.g a sphere or a cube, NOT a sphere with a side ...
11
votes
4answers
612 views

How to get object to lose less velocity as its speed increases

I'm developing a game in Flash and I need a little help. It can be considered a math problem. My object is flying with speed X and my object can collide with stones. When it collides with a stone, I ...
6
votes
4answers
2k views

How can I render a circular progress bar procedurally?

I'm working in Flash AS3, but pseudo-code or any other language is fine. How can I make a circular progress bar? Akin to the ship bars in Pax Britanica, you can see them in the screenshot here. ...
3
votes
1answer
407 views

How do you get an object to orbit around a certain point on a 2d plane?

I had a concept for a game come to me this morning but I can't figure out how I'd go about implementing the movement. The general idea involves the left and right controls causing a sprite to go ...
1
vote
1answer
342 views

Perlin noise example the same on CPU as GPU?

I am looking for an example site with a Perlin Noise implementation in both CPU and GPU, that generates somewhat the same results in those two places. I see many CPU implementations of Perlin Noise, ...
1
vote
1answer
170 views

An ellipse outside two points?

I am trying to generate an ellipse outside two points (two-dimensional vectors). Is there a formular for that, or a cool way of doing that in C# XNA? What I am trying to do is have a particle circle ...
1
vote
2answers
406 views

OpenGL Camera causes spatial distortion

I'm trying to implement a 3D camera of the "Orbit around the origin" variety in a game engine I'm developing in order to learn about 3D graphics and game programming. I have a basic handle on the ...
2
votes
1answer
162 views

Implementing material deformation

I want to implement deformation of plastic material, like plasticine for example. Where should I start to study? What technique should I use? Thank you for any advice. EDIT I want to use it in ...
12
votes
1answer
2k views

Determine arc-length of a Catmull-Rom spline

I have a path that is defined by a concatenation of Catmull-Rom splines. I use the static method Vector2.CatmullRom in XNA that allows for interpolation between points with a value going from 0 to 1. ...
1
vote
1answer
409 views

How to form a concave shape out of convex shapes? [closed]

I'm trying to get around the rule of only being able to form convex shapes in the SFML C++ library. To do this I'm planning on testing given vertices, and if concave, splitting the vertices ...
3
votes
4answers
1k views

non-linear interpolation

I have an object, and i want to interpolate its position between two points over a given time period; but i dont want it to be a linear interpolation. I'm not sure if i'm phrasing this right. vector ...
7
votes
2answers
1k views

Is there a simple way to do true isometric projection with an HTML5 canvas?

Is there a simple way to get a true isometric projection with the HTML5 canvas element?
6
votes
3answers
743 views

Find a unit vector exactly halfway between two connected line segments

Seems like a quick and easy question but I haven't been able to find exactly what I'm looking for so: How to calculate a unit length vector that is pointing along the line which is exactly 50% of the ...
2
votes
1answer
166 views

Integration of homogenous wave

I have a 2D matrix; each of its elements describes a homogenous coordinate in 3D wave (the values of wave coordinates are changed in time). The wave rendering is done with texture. I need to make an ...
2
votes
1answer
1k views

3D rotation math/code for plane

I am making a simple 3D game with plane in space. With c++ (win32). But the plane rotation is not realistic. The code I am using for the rotation is the following: point3D AxisRotation(point3D ...
17
votes
6answers
5k views

What are atan and atan2 used for in games?

I am having some trouble understanding Math.tan() and Math.atan() and Math.atan2(). I have basic knowledge of trigonmetry but the usage of SIN, COS, and TAN etc for game development is very new to ...
4
votes
2answers
1k views

How to calculate the vector of an interception?

Given are a twodimensional space, and 1 friendly spaceship standing still, one foe is moving NOT directly to the friendly ship with known actual position, speed and direction. The friendly ship wants ...
2
votes
4answers
727 views

Casting ray from 2D to 3D

As an exercise in trying to learn 3D math, I've been experimenting with hit-testing by casting a ray from 2D screen space into 3D world space. My first attempt was as follows: Matrix m = ...
10
votes
5answers
832 views

How could you parallelise a 2D boids simulation

How could you program a 2D boids simulation in such a way that it could use processing power from different sources (clusters, gpu). In the above example, the non-coloured particles move around ...
44
votes
7answers
10k views

How to develop RPG Damage Formulas?

I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current ...
6
votes
2answers
686 views

What is eigenvalue decomposition and why would it be useful in games?

In various math libraries developed for game engines, I see 2x2 and 3x3 square matrices having this function (along with some helper functions). I tried to find information regarding it but did not ...
1
vote
3answers
132 views

Regulating how much to draw based on how much was drawn last frame

[Edit: I found an answer - see below] I have a 3D game world on an iPhone (limited graphics speed), and I'm already regulating whether I draw each shape on the screen based on it's size and distance ...
12
votes
5answers
2k views

Do I need the 'w' component in my Vector class?

Assume you're writing matrix code that handles rotation, translation etc for 3d space. Now the transformation matrices have to be 4x4 to fit the translation component in. However, you don't actually ...
3
votes
1answer
136 views

Coordinate based travel through multi-line path over elapsed time

I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because ...
1
vote
2answers
488 views

Simple Math Multiplayer game - is Ajax sufficient?

I'm planning to create a simple math multiplayer game and I plan to just use Ajax for the server/client communication but I'm not sure if this is sufficient or if I need a socket server. The game ...
0
votes
2answers
872 views

my SFML sprite Move() function: FeedBack?

Hey so i'm making a pong game with SFML and in the process made a function that takes a Time, Speed, Angle of movement, buffer for the movement on the X axis, and buffer for the movement on the Y ...
9
votes
1answer
1k views

Angle of Reflection

I have this "Breakeout style" game. I have a cannon at the center, blocks around the cannon and pads around the blocks. This is how the game looks like: I've managed to get the collision per ...
0
votes
1answer
335 views

What maths should I learn for game programming, and what aspect of programming does it relate to? [duplicate]

Possible Duplicate: What math should all game programmers know? Obviously a good knowledge of maths is essential for good programming, my maths isn’t the best ( I didn’t pay attention in ...
16
votes
1answer
538 views

Recreating retro/NES style physics with intentional imprecision

Background: I'm having a problem getting the jump curve correct for a retro platformer remake project of mine. The original game is for the NES, and the player's velocity is stored in two separate ...
1
vote
2answers
2k views

GLM: Quaternion SLERP Interpolation

I wish to interpolate two quaternion values. As I still can not get working results, can I kindly ask you to verify my function calls? The code below supports GLM (OpenGL Mathemathics) library, so ...
4
votes
4answers
3k views

GLM: Euler Angles to Quaternion

I hope you know GL Mathematics (GLM) because I've got a problem, I can not break: I have a set of Eular Angles and I need to perform smooth interpolation between them. The best way is converting them ...
7
votes
3answers
4k views

Sorting array of points in clockwise order

Is there such an algorithm to sort an array of 2D points in clockwise order? I'm specifically dealing with right triangle in my case so only 3 points. However I'm interested in knowing if such an ...
0
votes
2answers
652 views

How to generate a rotation matrix or a quaternion (properly rotated in regards to texture coordinates) for each triangle of a mesh?

I'm trying to build a uniform grid made of 3D points over the surface of an arbitrary mesh (we have texture-coordinates for each vertex...) Or to reformulate: imagine a mesh textured with a texture ...
3
votes
4answers
449 views

Vary speed of enemy smoothly

Hey. I'm trying to create an enemy that travels at a speed s on screen but I'm having trouble with trying to make the speed vary in a smooth motion. Basically, I can get the enemy to move at a ...
5
votes
5answers
823 views

Are game programmers aware of all the physics derivatives?

I am trying to study XNA for game programming. XNA has many methods that can simplify developer's life, such as reflecting the vector when it hits a solid plane. I know these are good and developers ...
1
vote
1answer
362 views

Math for Game Developer's [duplicate]

Possible Duplicate: What math should all game programmers know? How many need know(learn) Math for Game Developer? for 2D and 3D games? And where best learn Math for game development? in ...
4
votes
3answers
374 views

Finding closest coordinate of a pre-known set

Let's say I have a large number of conceptual objects of some kind, each of which occupies a pre-known set of points in a Cartesian 3-space. 1) What is the best combination of data structure (for ...
5
votes
1answer
4k views

OpenGL ES 2.0: Understanding Perspective Projection Matrix

Setting the Perspective projection matrix in Open GL (including OpenGL ES 2.0) has the following general format: glm::mat4 perspective(float fovy, float aspect, float zNear, float zFar); Notice the ...
8
votes
6answers
1k views

Weighted Random Distribution

I am currently contributing to a particle system for our game and developing some emitter shapes. My uniform random distribution along a line or along a rectangular area works fine - no problem. But ...
6
votes
3answers
456 views

Abstracting multiple math libraries with C++

I would like to create some level of abstraction above math in my code. I mean I don't want to be dependant on the implementation of math operations or even on class names, which are provided by some ...
7
votes
5answers
3k views

SIMD C++ library

I've use Visual Studio with the DirectX XNA math library. Now, I use the GNU compiler collection. Can anyone advise a SIMD math library with a good documentation?
11
votes
1answer
721 views

Moving an Object along a Curve while Rotating it

I woud like to move an object along a curve. At particular points on the curve, I wish the object to change speed and rotate itself along its axis. Imagine an airplane flying to a destination. It has ...
4
votes
1answer
549 views

Circled plus math symbol - Direct sum of triangles?

I'm reading a paper on terrain rendering LOD and there's some math notation there I'm not clear on. When talking about how triangles are split into pairs of smaller triangles where more detail is ...
1
vote
1answer
148 views

Is there a memory read/write or performance difference when applying affine transformations on a movieclip rather basic elementary math

I am using Actionscript 3.0 to make games and I fall into the category of programmers who use ball.x+=5; ball.y+=5; in order to move a ball by 5 pixels horizontally and vertically. Well, now i seem ...
5
votes
2answers
962 views

top down game - checking, drawing enemy's line of sight area with obstacles

Examples of what i'm going to need: I'm using cocos2d to draw a CCTMXTiledMap, on those tiles i'll have to draw the LOS cone. How would i test if the player is within that cone, taking obstacles ...

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