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Mathematics questions deal with the arithmetic, geometry, calculus, formulae and other calculations used in the development of a game.
1
vote
Help understanding the order of vector subtraction
For vector subtraction, I use the mental image of drawing a bow. If I'm subtracting A - B, I visualize holding up a bow with the arrow point at A, then drawing it back till the tail of the arrow is a …
4
votes
Find point in 3D plane
I'll assume that the A, B, C, D points really do lie on the same plane, i.e. that the two triangles form a single flat surface.
The first step is to calculate the plane equation for the plane. If you …
2
votes
Accepted
Camera target point based on angles
If you have desired rotation angles for your camera, then gluLookAt is not really the appropriate function to use. Instead, use glRotate three times, once for each axis of rotation (typically in roll …
1
vote
Adding tolerance to a point in polygon test
A common approach to this sort of thing is to add epsilons to the floating-point comparisons. I'm not completely sure how to do this in the code you linked, since it seems that it's flipping the insi …
1
vote
Find the nearest control points either side of a Catmull Rom spline segment
How you choose the two outside control points depends entirely on what you want the spline to do and what you're trying to do with it. Those points affect how it curves, so you select them based on t …
2
votes
Accepted
Electricity and Magnetism: Relevant?
If you're specifically interested in graphics/rendering, having some E&M and optics wouldn't be a bad thing. You won't use it directly, but just having that background knowledge could be helpful for …
1
vote
Logarithmic spacing of FFT subbands
R12 defines a constraint between a and b, once you've picked n (the number of subbands). For instance, with n = 32 the equation is 32*b + 528*a = 1024. It sounds like a and b are supposed to be inte …
3
votes
Math > Logic for a Logarithmic Score Meter
Sure, you can use a logarithmic function for this, for example:
scale = log(score / 160.0 + 1.0) / log(maxScore / 160.0 + 1.0)
Here, the value 160 is a constant that controls how steep or shallow t …
4
votes
How do I smooth out of the effects of a too-sensitive control?
A common approach is to raise the values coming from the joystick to a power, for instance squaring them, which improves the sensitivity for small deflections but still allows you to access the whole …
1
vote
How to find the points of intersection of two OBBs
I assume that we're in 2D, and by intersection points you mean the points where an edge of one OBB touches an edge of the other. SAT won't give you those points, but you can easily find them with a s …
26
votes
Accepted
Why does the order matter in multiplication of matrixes?
The fact that matrix multiplication isn't (usually) commutative is a mathematical fact, and doesn't have anything to do with which API or library (XNA, OpenGL, etc.) you're using.
At the level of ari …
53
votes
Accepted
Why are radians preferred over degrees in game development?
Radians are used in math because
They measure arc-length on the circle, i.e. an arc of angle theta on a circle of radius r is just r * theta (as opposed to pi/180 * r * theta).
When trig functions a …
4
votes
Can someone explain the (reasons for the) implications of colum vs row major in multiplicati...
There's two different choices of convention at work here. One is whether you use row vectors or column vectors, and the matrices for these conventions are transposes of each other.
The other is whet …
1
vote
How to achieve hologram projection effect with head tracking
It looks to me like you just set the camera position to the user's head position, then run the vertex shader normally.
You'd probably need to feed it through a matrix to convert whatever coordinates …
2
votes
Accepted
Position Reconstruction from Depth by inverting Perspective Projection
I believe the difference between the two stems from considering the post-projective (NDC) z range to be [-1, 1] (in your first formula) and [0, 1] (in your second). OpenGL uses the former while D3D u …