| bio | website | |
|---|---|---|
| location | United Kingdom | |
| age | 28 | |
| visits | member for | 1 year, 9 months |
| seen | Mar 1 at 12:23 | |
| stats | profile views | 15 |
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Dec 5 |
awarded | Popular Question |
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Sep 21 |
awarded | Popular Question |
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Aug 17 |
awarded | Yearling |
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Aug 8 |
comment |
How to play animations in Cocos2d-x?CCAnimate *theAnim = CCAnimate::actionWithDuration(1.8f,anim,true); doesn't work with the current version of cocos2d-x. What has to be changed? |
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May 7 |
awarded | Critic |
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May 4 |
comment |
2D Planet Gravity If you have A and want B, how about reducing the initial velocity of your spaceship? |
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May 2 |
awarded | Teacher |
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May 2 |
revised |
Mathematics for Game Development Book deleted 3 characters in body |
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May 2 |
revised |
Mathematics for Game Development Book added 10 characters in body |
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May 2 |
answered | Mathematics for Game Development Book |
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Apr 28 |
comment |
Mathematics for Game Development Book Wow, nice, thx so much for the nvidia link. I have heard of the 3D Math Primer, however, I really don't think I can make any use of the first 200 or so pages. Might just get it anyway, not sure. @michael.bartnett Yeah, I noticed, all his links point to the kindle editions for some reason. |
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Apr 28 |
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Mathematics for Game Development Book @bobobobo Yes, but the crappy wheel you built yourself will be nowhere near the formula-1 wheels that are used these days ;) |
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Apr 28 |
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Mathematics for Game Development Book Take this book for example, amazon.com/Math-Primer-Graphics-Development-Edition/dp/…. This seems to be a good book. However, it just feels weird to buy a book where I am skipping the first 200 or so pages. So I was hoping for something that uses these 200 pages for something else. |
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Apr 28 |
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Mathematics for Game Development Book @seanmiddleditch Obviously you can't, but I was hoping you could fit all the maths that every college-student who wants to start game development would need in his first year into a single book. From a maths-book I was expecting the basics of Graphics, Physics, AI. However, what Nicol said earlier makes sense, the audience probably wouldn't be big enough to make this financially viable. |
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Apr 28 |
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Mathematics for Game Development Book @NicolBolas See, I didn't know that. It makes an awful lot of sense though, since I have always been wondering how they do it. But what you notice is that I need a book to teach me all that stuff... My initial though-process was that e.g. a good 3D Graphics Programmers would need to have a very good understanding of the underlying mathematics (even if that does "only" include rendering and no actual Physics Simulations). |
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Apr 28 |
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Mathematics for Game Development Book @NicolBolas Well I would expect a book that focuses on advanced mathematics for game development to touch on such things. Metaballs maybe are a bad example, but at least fluids are something that I see everywhere these days. Maybe I should clear up that when I say "Game Development", I mean tripple-A PS3 etc games... |
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Apr 28 |
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Mathematics for Game Development Book @NicolBolas Yeah, I was afraid of that... So what should I do? I was thinking about getting "Game Coding Complete" (new 4th edition just came out last month) anyway, so maybe I should go with that for now. And then fill in the more advanced mathematical concepts lateron (e.g. fluids, metaballs and all that awesomeness) using more specific (online) materials. I'm still at that stage where it's all very overwhelming, such a flood of stuff to learn... It seems very unstructured to me, i.e. in physics there mostly is a definitive order in which you learn topics. Gamedev seems to be quite messy? |
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Apr 28 |
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Mathematics for Game Development Book So now I am at the point where I am playing around and advancing my gamedev-basics and 2D knowledge by myself, but would simultaneously like a book that teaches me all the fancy math I will need once I start doing 3D, more advanced stuff, and worrying about efficiency, e.g. in collision detection. |
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Apr 28 |
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Mathematics for Game Development Book @JonathanHobbs Yes, I'm very new to Game Development. I wrote a very simple 2D platformer using C++/SDL/OpenGL, and now I'm slowly trying to improve and expand on it. Also learning general concepts, i.e. what are standard solutions for game states, entity management, collisions, particles, that sort of thing. Online tutorials have brought me some way, however now they are mostly either already too easy or still too advanced (e.g. fluids). Also they are often not really best-practices. |
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Apr 27 |
revised |
Mathematics for Game Development Book added 19 characters in body |