The vector-algebra tag has no wiki summary.
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How to rotate one object around another moving object in 3-d?
i was wondering if anyone could give me some advice on how to rotate one object around another moving object. After a bit of googling i found some code on another website that worked perfectly but it ...
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0answers
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Uses for vector projection?
My previous question was solved by vector projection. Thus I spent some time studying it (Few helpful links: Interactive projection, short video and a longer video.).
There were plenty of sites that ...
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2answers
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2D field of view detection inverted
I'm not sure if the title matches what I'm actually facing
I'm trying to test if I can see a point is in my field of view (in the context of an NPC seeing in it's direction.)
I know that:
cos0 = ...
3
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1answer
341 views
Raycasting tutorial / vector math question
I'm checking out this nice raycasting tutorial at http://lodev.org/cgtutor/raycasting.html and have a probably very simple math question.
In the DDA algorithm I'm having trouble understanding the ...
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1answer
68 views
Vector transform equation explanation
I'm trying to understand the maths of moving points in a 3d space by making a game written in C#.
I'm looking at this wolfire blog series which explains some basic 3d maths. I've read the first two ...
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1answer
746 views
Raycasting Collision Detection
I need to check for collisions when firing a bullet, but I have a few questions first. My game is 2D and tile based, it also uses the XNA framework. From what I've read raycasting or continuous ...
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1answer
118 views
Is it safe to cast my 2D points to 3D points for a library which only takes Vector3s?
I need to cast a ray in 2D space for bullet collision detection, but the Ray.Intersects method requires a BoundingBox which uses vector3's not vector2's. My question is should I just ignore the Z ...
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1answer
537 views
Finding the normal from one 3d vector/line to any point on another 3d vector/line
Say I have two 3d vectors, v1 and v2 (you can consider them both lines if you like). I'm trying to figure out a normal for v1 so that it intersects along any point of v2.
I keep drawing blanks on ...
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2answers
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Vectors from matrix
In XNA you can get front/back/left/right vector of Matrix class. How get these vectors without XNA, through C++ using standart 4x4 matrix ? I dont understand what exactly they mean but found them very ...
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2answers
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How to detect 2D line on line collision?
I'm a flash actionscript game developer who is a bit backward with mathematics, though I find physics both interesting and cool.
For reference this is a similar game to the one I'm making: Untangled ...
5
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3answers
526 views
For normal mapping, why can we not simply add the tangent normal to the surface normal?
I am looking at implementing bump mapping (which in all implementations I have seen is really normal mapping), and so far all I have read says that to do this, we create a matrix to convert from ...
0
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1answer
89 views
Finding the angle of a line given 2 other lines
I'm trying to implement some 2D vehicle physics. For this to work I have 2 wheels attached to the body of the car. After doing some collisions checks I place the wheels at their new position. Say the ...
