A mathematical concept that can be used to express position, direction or velocity and which can simplify or outright trivialise spatial problems.

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2
votes
5answers
196 views

Is there a quick way to determine if a vector is in a quadrant?

I am wondering if there is a quick easy way to determine if a given vector is in a specified quadrant. In the below image, I've define the ranges of the blue quadrants. For example, if I am given ...
0
votes
2answers
62 views

Vector3.Angle() Never Reaching 0

I'm having trouble understanding why with this script, Vector3.Angle() sometimes will never reach 0. This question comes from me trying to make a "turret" that rotates to face a target position. It ...
0
votes
2answers
68 views

2D indicator for Rotation in 3D space

This is the view from my spaceship. It can move around in 3d space and turn up, down, left and right. The planet Earth on the top right is selected. Now I want to create the red arrow to always ...
1
vote
1answer
208 views

How to rotate an object to face another in Unity?

I'm having an issue where I can't seem to rotate my bullet appropriately whenever I spawn one. I currently have a capsule prefab I am testing with. I spawn it with the following code. ...
0
votes
0answers
54 views

Steering problem in 2d game

I am creating a little 2D non tiled top down game. The enemy uses steering behaviour for chasing player or wandering around, but I do not think my code is working as it should be. My problem is, the ...
0
votes
1answer
38 views

Dragging an object and moving it back to it's original position on release?

I'm making a small game, and I'm trying to add this mechanic where if you click on an object and move it, then you release the object it will snap back to it's original position. Currently, each ...
0
votes
1answer
21 views

Pygame 2D Vector Math Mouse Input

The following code is supposed to move a player sprite (in this case it's an 8x8 red square) to the coordinates of where the mouse is clicked. I'm able to move the square in the general direction of ...
-1
votes
1answer
30 views

how to determine wall direction with information of normal and incoming direction

what is formula ( and theory behind) used to determine wall direction with only knowing the normal of wall and incoming direction object. in this thread example :Collision detection - Smooth wall ...
0
votes
1answer
58 views

Controlling roll rotation when travelling along bezier curves [Unity3D]

I am currently working on implementing a curve implementation for use in Unity which includes an editor: The aim is to get an object to follow the path represented by the curve at a constant ...
1
vote
1answer
69 views

Averaging normals, or tangents

I am using a library to load an obj but it doest compute the tangets for each vertex, which I need for normal mapping and pom. I computed my tangets, and bitangents, everything appears to be fine, but ...
1
vote
3answers
197 views

Create random polygon shapes

I want to make a random shape made out of points. I want the points to create a polygon shape. Is there a clever way to create a random shape like this? Im thinking going throug X points and giving ...
0
votes
0answers
36 views

Matrix, vector multiplications in OpenTK

I developed a 3d model viewer in c++ with OpenGL, and in c# in OpenTK. Both are using the same shader, but the output from OpenTK is not correct. I read that OpenTK is row major order, and OpenGL is ...
0
votes
1answer
58 views

Calculate slope for linear interpolated movement

I want to move rectangles to their targets the "smooth" way with linear interpolation. I hope this is right. float slope(float x1, float x2, float y1, float y2) { return std::abs((y2 - y1)) / ...
1
vote
1answer
28 views

Vector magnitude in orientation

First, a quick overview of my problem: I have a game entity which has a quaternion to represent its rotation/orientation. It also has a 3D vector in world space for its linear velocity. From the ...
0
votes
1answer
119 views

Vector-based Pong-ball bounce calculations

I'm making a 2D game with pads and balls, sort of like Pong, in Unity 4.6.1. The calculations, however, won't be (very) Unity-specific. The pads are going to appear in various rotations, and therefore ...
0
votes
1answer
86 views

How do I calculate the bounce vector of a ball hitting the starting point of a segment?

I have a ball (with parameters x, y, radius) that travels on the screen (with vectors directionX directionY) and can collide with a segment with random slope (with parameters startX, startY, stopX, ...
4
votes
3answers
131 views

How can I check if a player-drawn line follows a path?

I want to draw an invisible path that the user must follow. I've stored that path as points. When a player draws a line, how can I test if it follows the path I've stored? Here's an example for ...
0
votes
1answer
83 views

Problems with Raycasting Requirements

Im working on a script which kinda works like an Enemy AI. Its kinda like a detection system with requirements that are required to be met. This is a recent question i asked using my code Raycast ...
0
votes
0answers
43 views

Ray casting: need to find start and end vectors

So I have a 3D object and I'm trying to implement Maximum Intensity Projection on it. I already started of using a default vector to show per pixel, namely: pixelCoord[0] = uVec[0] * (i - ...
0
votes
1answer
71 views

Raycast Flashing problem

Can anyone tell me what is wrong with me code ? If you can see, whenever the player is in range of the raycast. The enemy turns red. But for some reason. Even when the player has meet the requirement ...
-3
votes
1answer
67 views

Direct raycasting from moving point A and moving Point B

I am attempting to raycast from Point A to Point A (both moving points). I dont understand the comcept of raycasting (direction). Update() { player = GameObject.FindGameObjectWithTag ("Player"); ...
1
vote
3answers
98 views

How do I interpret the dot product of non-normalized vectors?

I know that if you take the dot-product of two normalized vectors, you get the cosine of the angle between them. But if I take the dot-product of two non-normalized vectors (or one normalized, one ...
6
votes
2answers
207 views

How can I draw a line of certain length and direction?

I want to create a line of certain length and direction. What I mean by this is drawing a line from Point A to Point B. Normally in Unity C# to draw a line from Point A to Point B is simply: ...
0
votes
1answer
53 views

Rotating a 3d vector around an axis using sines and cosines

I am trying to represent a 3d cone light's direction using only 2 variables. Right now I represent it with two points (6 variables) but I know that the direction in 3d space can be represented by two ...
1
vote
1answer
53 views

How to transform Unity terrain coordinates

My map creator created some terrain in Unity, but all my scripts are based on the X-Y axis. Is there an easy and smart way to transform them into Z-Y, or do I have to change all the vector variables ...
0
votes
1answer
52 views

Draw my array at a position defined with Vector2

I'm developing a space invaders game in C# using XNA Game Studio. So I got some of the invader logic complete: An array holds the invaders and draws them on the screen, animated and moving.But I can't ...
2
votes
2answers
116 views

Opengl Quad Tessellation Control Shader

I have the generic tessellation evaluation shader for triangles but I need to make it work for quads. Is there any chance someone could explain what is happening here and point me in the right ...
12
votes
1answer
2k views

How do I tell if my enemy can see my player?

Given a player and an enemy with position, and given the direction vector of each, how can I tell if one can "see" the other? In other words, how do I test if one position with direction is in front ...
1
vote
0answers
148 views

Aligning a gameObject to position and normal of another gameObject inside Unity

So I am instantiating a GameObject (the one with cities and trees in the image below) and trying to align it to a hex tiles on a Sphere. So after I instantiate the gameObject, I ray-cast to get it ...
1
vote
2answers
167 views

How can I pass a std::vector<Vector3f> to my shader?

I have a Vector3f type which has x, y, and z properties. I have a std::vector of these vertices which describe my terrain. I would like to pass these values to a vertex shader through a uniform ...
2
votes
2answers
97 views

How to convert non-discreate data for discreate pathfinding?

I have a list of entities that looks like [{x,y,width,height}, {x,y,width,height}, ...]. This list is non-discreate, It doesn't follow a grid. entities can be positioned at floats like x:2.345 Most ...
0
votes
2answers
183 views

c# Unity - Matrix output incorrect on vector rotation

I have a input Vector (1,1,0) when I run it through a Unity Matrix4x4 class with a rotation of 90 degrees around the Z axis the output is (-0.9999999,1,0) which is nearly correct but strange. But ...
3
votes
2answers
232 views

How do I make a 2D race car turn smoothly? [duplicate]

I'm making a competitive 2-player 2D racing game for a school project. I'm struggling with the movements of my car: I made it a square for testing purposes and it can move left, right, up or down, but ...
1
vote
1answer
91 views

Rotate an arrow on a plane?

I'm creating a display for a GPS-based embedded system and would like to have an arrow indicating the current bearing. I'd love the arrow to have a 3d appearance by rotating it on a plane tilted up ...
0
votes
0answers
106 views

3d game math problem [duplicate]

i'm very much new to 3d math operations. I know how to rotate 3d points certain degrees arbitrarily by any axis but we were given a strange problem to think on. I'll spare using actual numbers on ...
0
votes
1answer
101 views

3D Translations relative to 3D Rotations

I'm trying to program camera movement to be relative to camera rotation. (Forward is always forward, regardless of pitch, yaw, and roll) I want to be able to move forward, backward, left, right, up, ...
0
votes
1answer
50 views

using rperp or perp to find perpendicular of a vector

i have code local coordinate Vec2 velo = Vec2(100,0); Vec2 Heading = velo.getNormalized(); Vec2 side = Heading.perp(); Vec2 trans = Vec2(12,12); then i can generate toWorldCoordinate for trans ...
0
votes
1answer
30 views

Determining if a Point3D passed another

I have 2 points A and B in 3D space (say of type Point3D). B needs to travel towards A and then stop either when it reached or passed B. The direction between the two points is known (can be easily ...
3
votes
2answers
502 views

How to calculate left/right oriented angle between two 2D vectors? [duplicate]

I would like to calculate angle between two 2D vectors. Here's a picture of what I'm trying to achieve: I have an obstacle line segment AB and incoming moving PC. If I'm coming from one side C¹D¹ ...
1
vote
1answer
375 views

Beginner: How do I calculate a vector?

I am trying to wrap my head around some concepts in a side project I'm working on. I'm struggling with how I can calculate a vector based on my character movement logic. Here are the relevant details ...
1
vote
1answer
107 views

Smooth anmiation with LibGDX

I want to move a enemy from its current position toward the mouse position in LibGDX. x, y - enemy position saveX, saveY - position where my enemy need to go(or mouse position saved at specific ...
1
vote
1answer
276 views

Opentk LookAt() and 'eye' argument rotating

I'm trying to create rotating camera, which looks down by 45 deegre like this: However my code for rotating eye vector is not working properly and I achieve vertical rotation, when it should be ...
0
votes
0answers
21 views

get vector of enemies that facing player [duplicate]

if I have player location (4,6,-3), thee y- axis is vertical and I have enemies at (7, 6, 12), (16,6,11) and (11,6,1) how to calculate the vector of each enemies that is needed to face the player? how ...
0
votes
2answers
155 views

Explaining vector math for a pendulum camera

I came across a code that I guess is doing a pendulum camera, that's the class name. I would like to know the math behind that. I would like also to know how to decipher those stuff in game math, ...
-1
votes
1answer
67 views

MVP Matrix * Vector3 = Black Screen? [closed]

I'm relatively new to computer graphics so please take it easy. I created a ModelViewProjection Matrix and I sent it to my shader: #version 330 core layout(location = 0)in vec3 vert; uniform mat4 ...
5
votes
1answer
684 views

What's the 'proper' way to get unit vectors?

My apologies if I've misunderstood the term 'unit vector' or misapplied it in concept, but I think that is the term for an object's heading when expressed as [x, y] when x and y are a value between -1 ...
2
votes
1answer
110 views

Libgdx : point that scrolls on the edge of a circle

I'm not very familiar with libgdx vectors. I want to create my own joystick-controller and I want to know how can I find the coordinates of B by using Vectors. I can calculate the radius and I have ...
-3
votes
1answer
81 views

What's wrong with my step-toward-target implementation? [duplicate]

I want to move a game object from its current position toward the mouse position. I wrote this Vector2D class to help me: public class Vector2D { private double xVect; private ...
3
votes
1answer
91 views

Edit spawn location according to vector direction

I'm trying to make a turret in Bukkit (Java). This will shoot an arrow to the players that are in the shooting radius. But now I've a little problem, the arrow gets stuck inside the block where its ...
3
votes
3answers
137 views

2 component unit vector

Is it possible to store a 3d unit length vector with only 2 components, for example as coordinates on a unit sphere? It seems possible but I have never seen anyone do this. Would this be at all ...