An array of numbers, symbols or expressions, arranged in row and columns. The numbers, symbols or expressions themselves are called elements or entries.
3
votes
1answer
318 views
Is there are a good double-precision small matrix SIMD library for x86?
I'm looking for a SIMD library focused small (4x4) matrix operations for graphics. There's lots of single precision ones out there, but I need to support both single and double precision.
I've looked ...
11
votes
6answers
3k views
Math topics for 3D graphics programming
I understand that the following math topics are required for 3D graphics programming. I have started doing some of them in my math course. Can someone point me in the direction of a resource that ...
4
votes
1answer
439 views
Managing Game Entity coordinates
In my Game I'm currently have "Scene Coordinates" which are the X,Y coordinates relative to a Game Scene.
In that Scene there are Game Entities, let's say there's a GameEntity A in x=100.0, y=100.0 ( ...
4
votes
4answers
922 views
From camera coordinates to world coordinates
I want to calculate world coordinates from camera coordinates. However, I seem to have problems with my understandings of how matrices in HLSL work.
From world to camera is clear:
cameraPosition = ...
5
votes
1answer
238 views
Realistic damage
I'm looking for a good way to simulate damage, for example a weapon firing at a ship it would calculate the damage depending on layer type, weapon type, angle and similar what i need is a way to to ...
1
vote
2answers
359 views
opengl rotations for a human
I currently can rotate around a pivot point by first translating to the pivot point then performing the rotation and finally translating back to the origin. I do that easily enough for the shoulder in ...
3
votes
1answer
2k views
How to create a perspective field of view matrix?
Hey, hello. I am learning a little of WebGL (OpenGL ES 2.0) through the http://learningwebgl.com tutorials, but it uses a third party library to create the View, Projection and transformation matrices ...
4
votes
1answer
215 views
Projecting onto different size screens by cropping
I am building a phone application which will display a shape on screen. The shape should look the same on different screen sizes. I Decided the best way to do this is to show more of the background on ...
4
votes
2answers
4k views
View matrix in opengl
Sorry for my clumsy question.
But I don't know where I am wrong at creating view matrix.
I have the following code:
createMatrix(vec4f(xAxis.x, xAxis.y, xAxis.z, dot(xAxis,eye)),
vec4f( ...
2
votes
3answers
870 views
Interpolating Matrices
Apologies if I am missing something very obvious (likely!) but is there anything wrong with interpolating between two matrices by:
float d = (float)(targetTime.Ticks - keyframe_start.ticks) / ...
8
votes
1answer
801 views
2D Skeletal Animation Transformations
I have been trying to build a 2D skeletal animation system for a while, and I believe that I'm fairly close to finishing. Currently, I have the following data structures:
struct Bone {
Bone ...
3
votes
3answers
976 views
Basic tutorial/introduction for 3d matrices, idealy in c++, without openGl or directX
I am wondering if there is a simple tutorial that covers the basics of how to initialize rotation, translation and projection matrices, and how to multiply them, and how to get the screen coordinates ...
1
vote
2answers
562 views
How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement
This is the code I am currently using, and it works great, except for the strafe always causes the camera to move along the X axis which is not relative to the direction in which the camera is ...
3
votes
2answers
479 views
When constructing an orientation matrix, are the rows of the matrix the axis?
When constructing an orientation matrix, are the rows of the matrix the axis?
The matrix is row-major and I'm multiplying vectors on the right (Mv). So, the matrix looks like
r0c0 r0c1 r0c2
r1c0 ...