NeuroFuzzy
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 Sep 24 awarded Autobiographer Sep 18 comment Why is the origin in computer graphics coordinates at the top left? So the real answer is: "Monitors do it because CRTs do it because analog TV standards were defined that way maybe because that's similar to writing." (I don't like having to go to the comments to get the full story >.<) Jun 24 answered How do you change movement to strafe Jun 24 comment How do you change movement to strafe Hint: If the vector (lx,lz) points in the direction of the character, the vector (-lz,lx) points to the character's left. Jan 31 answered How do I use the dot product to get an angle between two vectors? Dec 20 comment Why not use vectors to represent orientation? @slartibartfast I believe so, but there's a difference between "Add these two 3D angular velocities" and "rotate by this angular velocity for A seconds and then rotate by this angular velocity for B seconds". Nov 5 awarded Yearling Oct 16 revised The physics equation for a perpetual seesaw added 136 characters in body Oct 16 comment The physics equation for a perpetual seesaw @teodron I made it nicer, let me know. No shorter, but I did delete some paragraphs and format it. I don't see how energy/force equations would make things nicer here: as I see it to use more force things you'd need a bunch of collision detection and conditional statements, and to use energy equations you'd need to do the same thing as above, while making up values for energy loss and dealing with qdt squared instead of just qdt. Oct 16 revised The physics equation for a perpetual seesaw Made it nice. Oct 16 revised The physics equation for a perpetual seesaw added 263 characters in body Oct 16 answered The physics equation for a perpetual seesaw Aug 16 comment Can I simplify the inequality “distance(p1, p2) < distance(p1, p3)?” @SamHocevar Sure, I agree, but what does that have to do with points and vectors? ;) Aug 15 comment Can I simplify the inequality “distance(p1, p2) < distance(p1, p3)?” You have four additions, so `4*dimension` additions total. I'm not sure what's better: `d` more multiplications or `2*d` more additions? I think this is an unsatisfactory answer; what Byte56 did is straightforward, and this doesn't even leave me convinced that it's any faster! (Also, if we don't care about the distinction between affine spaces and vector spaces, insisting that vectors and points are distinct only gets in the way of understanding. Personal opinion/peeve.) Feb 9 comment Optimizing gravity calculations And I should add: I don't have the source code. If you're looking for some source code check out part-nd (written in c). I'm sure there are others out there, too. Feb 9 comment Optimizing gravity calculations Fixed! sorry, forgot to pay the rent on that domain, and someone auto-bought it :\ Also, 3 mins is a pretty good response time on a 1.3 year old post 8D Feb 9 revised Optimizing gravity calculations fixed dead link & added video Nov 5 awarded Yearling Apr 13 comment Is knowing physics necessary for game development? world coordinate to screen coordinate transformations, composition of matrices so that objects can be fixed relative to each other (limbs). Really anything to do with translating, scaling, or rotating objects (especially doing all three at once). Besides affine linear algebra, there's also dot product, useful for anything "in the direction of" anything else (shooting, turning, pointing). Linear algebra is also what turns a 3d object into a 2d point on your screen (1 matrix+1 division=point on screen!) Apr 11 comment Is knowing physics necessary for game development? +1 for vectors. Linear algebra and affine transformations are extremely useful for simplifying equations.