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Questions tagged [mathematics]

Mathematics questions deal with the arithmetic, geometry, calculus, formulae and other calculations used in the development of a game.

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how do I move an object based on rotation of another object?

This question is related to my other question about camera rotation. I hope its acceptable to ask a second question. I cannot figure out the math of how to calculate moving the camera to stay behind ...
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1answer
44 views

Sum of FoV enemies

so what I need is to calculate the sum of players' Field of view. Put simple, In a 2d space, I want to check how much they cover (in degrees). So here are a couple of use cases to explain by example: ...
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33 views

Frequency-based ELO rating

To replace the context, you probably heard of the recent new game Apex Legends. If not, it's a battle-royal game where 20 squads of 3 players compete to be the last team standing. So in the end of a ...
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1answer
30 views

Move camera around player while facing player

My player has the following hierarchy: Hero (GameObject) Model (child of "Hero", centered at 0-0-0) Camera (child of "Hero") The camera should be ...
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1answer
132 views

How to move bezier curve points along circle to form a symmetric curve at center

From the image below, A is an open bezier curve with it's points positioned to represent a circle. AP3 and AP1 have the same position. From B, How can I move the points (AP1 and AP3 along the bigger ...
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1answer
67 views

How do I move an object in a square pattern?

I have some bots that can move via setting the x and y. I have already been able to make them move in a circle pattern, but how do I make them rotate around the player in a square pattern? I'm not ...
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26 views

Swapping Axis by Swapping Matrix Rows

I'm using MathGeoLib, which uses row-major storage. The problem that I'm facing is that I'm going from a East-North-Up(ENU) coordinate system. And I need to go to an East-Up-North(EUN) coordinate ...
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1answer
134 views

How can I find the distance from bezier curve anchor points to control points for a circle approximation and their positions

From the image below, I have represented a circle by a closed bezier curve made of two cubic bezier segments. I am aware that a bezier curve cannot represent a perfect circle. How can I calculate the ...
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1answer
114 views

How to efficiently (no pointers) store hex grid with shared edges and vertices?

I have a hex grid stored in a 2d array; now I want to add some properties to the edges of the grid (e.g. rivers between hexes) and also potentially to the vertices. How can I store edges and vertices ...
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122 views

Find transformation to align two polygons at fixed points?

Problem I have a source image (arbitrary width and height c) shown here as a rectangle [X1,X2,X3,X4]. It contains two points C and D (both known coordinates within ...
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1answer
57 views

Raycaster calculation question

I am following this tutorial https://lodev.org/cgtutor/raycasting.html When deriving deltaDistX geometrically you get, with Pythagoras, the formula "sqrt(1 + (rayDirY * rayDirY) / (rayDirX * ...
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1answer
76 views

How to determine polygon based on point lists?

I have several lists of interconnected points. They are ordered so I can connect them together. Using these interconnected points I'd like to find the different points and intersection points that ...
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22 views

Optimal way to select a random item from a list based on its chance to appear in Unity [duplicate]

I am creating a random object spawning script in Unity with c#, and am wondering what the ideal way to do this task would be. So I have a list of 31 objects or so, of my special class type. Each one ...
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1answer
103 views

Difference between two perspective projection representations

When researching perspective projections on the web, I've come across two different representations. One is unrelated to OpenGL and the other is strictly associated with it. What is the relation of ...
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1answer
39 views

Move a point to another, along an elipse

according to this picture, I want to move my yellow object, smoothly to the red one. And I want to have an eliptic trajectory in relation to my center point. So for now I'm having this code: ...
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1answer
55 views

How to find 1/3 and 2/3 of the distance between two given points?

I know how to find the middle of two given points: var midpoint = (pointA + pointB)/2; where pointA and ...
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2answers
150 views

How to calculate suitable attack speed

I'm developing an RPG and am stuck trying to create a formula for attack speed, using four stats and a base speed. Basically, I'm trying to get an outcome where the encumbrance (basically weight and ...
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1answer
49 views

How do I find the downward sliding direction of a plane?

first time poster. I'm curious as to how I can obtain a vector that defines the downward slope of a 3D plane. The goal is to apply this to a player as a force to achieve a sliding mechanic, like in ...
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0answers
22 views

combine two translation/rotation/scale triplets without matrices

Let t1/2, r1/2 and s1/2 be two sets of transformations. Translations are vec3, rotations are quaternions and scales are vec3. Lets assume that all common operations are defined (overloaded operators ...
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0answers
47 views

Slot Probability Function

Please can someone point me in the right direction. I'm working on a slot game. that I'm having trouble figuring how to implement the probability function for. The game has a set of symbols that bets ...
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2answers
245 views

Algorithm to detect impossible scenarios

I'm making a simple game where a surface is split up into 4 parts, rows, obstacles spawn in them, and a player tries to dodge them. Up to 3 obstacles are generated in each row, and this can lead to ...
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0answers
20 views

Is it possible to generate a 2D surface that approaches certain mesh, and then a specialised ray-tracing function for it?

As an example, suppose we are trying to ray-trace a sphere. There are two options. The first one is to build a mesh of triangles approximating the sphere and ray trace it. Unfortunately, the more ...
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30 views

Calculating Damage from from object collision

I need to calculate the damage resulting from a crash of two objects. I found the formula of the resulting kinetic energy: E = m * v² / 2 I guess I also have to ...
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1answer
36 views

Interpreting focal length in units of pixels

I am working on a renderer of sorts and I have some fundamental questions. Let's say I have a vector in a 3D virtual world space which is unitless, and I want to project it onto a 2D screen, so I need ...
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1answer
73 views

draw concave polygon from set of edge points

I'm having troubles trying to rearrange a set of points where each point is part of the edge of a concave polygone. My set of points is not sorted in any order, they are just randomly put in an array. ...
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1answer
61 views

Unity - Calculating a rotation based on game time

I have a simple script to make an object spin: Spin Speed is the speed to rotate the object on each axis (preferably in degrees per second). Local is whether the rotation should be done based on ...
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0answers
20 views

Drawing ortho outline of rotated elipsoid

I'm working on a collision system for a 2.5D game, and I'm stuck on the sphereoids. As long as scaling x=y=z, and it doesn't rotate, I can just use an r^2 check, but I'm trying to figure out a way to ...
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2answers
79 views

Getting Model View Matrix by hand

Right now I'm trying to calculate the model view MAtrix by hand... The App is 2D. I have Somethign like this.. ...
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0answers
33 views

btRigidBody world transform and scale issue

When I create a collision shape for rigid body (in this case box) I use vertices positions and scale from the opengl matrix, the code looks this way: ...
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1answer
106 views

Wrong angles given by atan2

I have a method to calculate angle between two vectors, but it is giving wrong values. here is the code : ...
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3answers
151 views

Get closest point on box to line

Eventually this problem will be 3D, so I would like a solution that works in 3D. My player is looking forwards. There is an axis-aligned box on the screen (FOV is guaranteed to be 90, so boxes behind ...
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0answers
55 views

How can I make this tile map correctly?

I'm having the following problem creating this hexa tiled map. this is what I wanted : [EDIT] Ok I've Managed to do this: ...
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1answer
103 views

How is raycasting implemented

I know what it's used for, I know what it does. What I am essentially asking is what is the math/code behind how it works? I'm aware that any custom implementation would likely be slower than an ...
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1answer
832 views

How to calculate the surface area of a mesh

I am looking for a way to calculate surface area of a 3D mesh object and found this code from a Unity forum: ...
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1answer
83 views

Perspective Matrix doesn't work OpenGL 4

I tried to implement my own perspective matrix and it doesn't work. I don't understand why. With just with my view matrix (without Perspective Matrix) I can see my mesh. Here my view matrix : ...
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1answer
144 views

Help me adjust this RPG logarithmic leveling formula! [duplicate]

I'm trying to find a formula that's fits the way I want my player to gain experience and level up. I know this is primarily opinion based but I hope someone can help me! I've used the following ...
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1answer
92 views

Top down off-screen indicator, Unity3D C#

I'm working on a top-down 3D game where things spawn off camera. Movement only occurs on 2 axis (x and z). Rotation is about y axis. The player is in the center of the camera and needs to have ...
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2answers
56 views

Trying to find a function to calculate attribute changes in a game

I'm coding a game where after every year depending on results the attributes of characters change. The game is a movie business simulator and here is a example of the ugly code I have in place now: <...
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1answer
53 views

Quaternion representing rotation from shoulder to hand

I am provided with 3 quaternions. One for the shoulder, one for the elbow, and one for the hand. What I want is to obtain a single quaternion representing the rotation from the shoulder to the hand, ...
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1answer
76 views

How can I express Logarithmic and Arithmetic spirals as segmented cubic bezier curves?

I am creating cubic bezier curves using this code from another question I asked. I would like to know how I can express Logarithmic and Arithmetic spirals as segmented cubic bezier curves.
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1answer
193 views

What is the physics behind a 2D gravity tunnel?

In Portal 2, there is a concept of an "excursion funnel", a beam of light that moves physical objects in a certain direction. Here is a link to a demonstration. I added a simple implementation that ...
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1answer
91 views

Combine rotation XZ (horizontal) with YZ (vertical). Math formula

I'm trying to make a rotation vertically and horizontally around a point at the same time but I'm not able to combine both. I have this formula for the horizontal rotation: ...
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0answers
46 views

Center of Mass for Convex shape in 3D

For an arbitrary convex shape in 3D, how can I calculate its center-of-gravity? I have face-normals, and the vertices for each face. @Ocelot No, it most certainly is not the average of the vertices, ...
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1answer
30 views

Project line segment onto a vertical line

If I had a vertical line (which its x is 0) and 2 vectors which connected together to form a line segment, would it be possible to "project" the line segment onto the vertical line? Eg. If all I had ...
2
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1answer
47 views

How to make a motorcycle running on a vertical circular track(loop-da-loop) without falling down due to gravity?

I am currently developing a game, motorcycle type game. Of course, my map is not just made up of simple line or curve. For example: a vertical circular track in the map. i've seen most 2D motorcycle ...
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1answer
41 views

Help with the calculation of the usage of my speed stat

I am working on a freeroam, action RPG (before you read further, I am not noobish to programming, plus have friends to help with actual content rather than the base code). Anyway, I am trying in ...
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1answer
36 views

Determine view-matrix with camera placed in a scene graph

My scene is organized with a simple scene graph where the child multiplies its transformation with the one of the parent. For normal objects, likes meshes, this works as expected, but I also want to ...
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0answers
18 views

Calculating the resulting velocity after a reflection

I am trying to do a simple reflection of a point entity off of an arbitrary surface that contains it. It doesn't have to be physically correct but essentially the goal is to do the following: ...
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2answers
187 views

How do I calculate the total XP to reach a particular level, when each level takes 10% more?

How do I calculate the amount of XP for a level where the first level is 110, and each level after is 10% more than the last. Preferably to do without a loop because the levels will have to be ...
2
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1answer
52 views

Jumping to land x pixels ahead while not really moving (2D)

The player object in my game has its x-axis locked. It can only jump on Y. It's the ground that constantly moves to the left so that it appears like the player is moving to the right. The ground is ...