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Published byAlbert Boyd Modified over 9 years ago
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CGDD 4003 THE MATH LECTURE (BOILED DOWN, YET LIGHTLY SALTED)
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OVERVIEW For 2D games, we use a lot of trigonometry For 3D games, we use a lot of linear algebra and 2D concepts For advanced concepts, we use a lot of calculus and 3D concepts Math is used to: Translate geometry Rotate geometry Scale geometry Calculate light Determine the position of enemies (such as their “AI”) Run physics engines (collisions)
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TRIG YOU PROBABLY ALREADY KNOW… x (adjacent) y (opposite) h (hypotenuse) θ
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TRIG YOU PROBABLY KNOW
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THINGS YOU PROBABLY REMEMBER (REVIEW OF SIN AND COS)
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ROTATING POINTS IN 2D Note: you may need to add an offset if the origin isn’t (0,0)
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OTHER TRIG YOU SHOULD KNOW
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INVERSE TRIG
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QUESTION How would I describe the 2D difference in location of a player and an enemy? You Nazi-Bear-Zombie
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QUESTION How would I describe the 2D difference in location of a player and an enemy? (x 1, y 1 ) (x 2, y 2 )
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QUESTION How would I describe the 2D difference in location of a player and an enemy? (x 1, y 1 ) (x 2, y 2 ) Note: a very useful 2D function is atan2 (y, x) which gives you the angle!
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3D STUFF YOU PROBABLY ALREADY KNOW… A 3D point contains x, y and z A vertex is essentially a 3D point An edge connects two vertices Triangles are comprised of 3 vertices Scalar values are just single numbers (e.g. 1, 2, 3) We need to be able to: Translate (move) vertices Rotate vertices Scale vertices
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OPERATIONS ON VECTORS +=
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MAGNITUDE AND NORMALIZATION OF VECTORS
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THE DOT PRODUCT
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DOT PRODUCT EXAMPLE
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DOT PRODUCT EXAMPLE 2
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DOT PRODUCT EXAMPLE 3
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PROJECTION Can also be used to calculate the projection of one vector onto another Length is:
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CROSS PRODUCT (AKA THE “VECTOR” PRODUCT)
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MATRICES
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A FEW SPECIAL MATRICES (USED FOR ROTATION)
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MATRIX MULTIPLICATION
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TRANSLATION Note: the 4 th component must be a 1 for a point, but a 0 if it’s a direction!
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SCALING
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LINES
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DISTANCE OF A POINT TO A LINE
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PLANES
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DISTANCE OF POINT TO PLANE
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INTERSECTION OF A LINE AND PLANE (LAST SLIDE – HURRAY!)
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