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Math-Physics:Game programmer's basic knowledge question.

Started by February 18, 2003 05:50 AM
6 comments, last by diathlon 22 years ago
What''s the basic Math-Physic knowledge a game designer should have?I''d really apreciate it,if you could be specific. For example if i should start from Vectors,matrices,etc...
I''m making a 2d game an its all trigonometry basically. I haven''t taken a physics class yet, but I''ve just made up my own formula''s that look like how I want things to. Works for me!

-plasmicsoup
Gilgamesh Games
-plasmicsoup
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A game designer, and not a programmer? You should definitely be comfortable with vectors (position vectors and "force" vectors), as well as the concept of a force. Otherwise, learning about matrices won''t be of much use... Maybe should you get to know the various types of surfaces and curves (bézier, splines, etc...), without the details.

Cédric
That means linear algebra.right?
Also,when you say force,what do you mean?
When he means force...he is talking about classical mechanics. That is... f = dp/dt. (The force on an object is equal to the time rate of change of its momentum...f and p are vectors).
quote:
Original post by Hoser
When he means force...he is talking about classical mechanics. That is... f = dp/dt.


A force is something like F=m.a where a is acceleration
It is also true that the derivation of the linear momentum (not the momentum of a force) is equal to the force (f=dp/dt).
In simple terms a force changes the linear momentum.
The momentum of a force :
M=position vecto x F
This is not a normal multiplication, but a vectorised multiplication( or whatever you call it in English)

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Work=cos(direction^force)*deslocation*F




[edited by - Ulbian on February 18, 2003 10:14:25 AM]
Ok,thanks,i got it.I''ll start with my linear algebra and mechanics university books.

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