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Latest Maths Activity

Combining translation & rotations and per-frame rotations

snoken said:
I am confused on how you are supposed to combine these matrices

The normal standard order for transformations is T.R.S. I'm unsure if BVH follows this however.

For BVH and the rotations order, it seems to be Y,X,Z: https://research.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/BVH.html

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Calculating projectile gravity velocity

Baraccuda said:
But with the acceleration formula that was used, it lands perfectly at the end of the duration, and you can change the duration time to anything and it will land the same. I'm curious as to how it does this / how this works…

Probably it still works by adjusting launch velocity / angle…

13,377 views
Cacks
December 02, 2021 10:10 AM

@JoeJ 

turbines the size we already have

don't worry about it 

9,384 views

This is the approach I went with in the end - thanks for that. It's not perfect, but accurate enough.

6,193 views
Vector Maths for Game Dev Beginners

Many people who want to make games wonder: how much math do I need to know? The answer might surprise them: really not that much and what you do need is a lot of fun.

Mastering how to work with vectors in game engines is one of the core building blocks to becoming a great games programmer and gives …

27,543 views
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