A mathematical concept that can be used to express position, direction or velocity and which can simplify or outright trivialise spatial problems.
2
votes
1answer
109 views
Vector normalization gives very imprecise results
When I normalize vectors I receive very strange results. The lengths of the normalized vectors range from 1.0 to almost 1.5. The functions are all written by me, but I just can't find a mistake in my ...
2
votes
4answers
109 views
How do I rotate a camera around the Y axis of the object it's looking at? [duplicate]
I'm making a camera that can currently rotate freely from the back to the front of a target object by giving it an angle and a distance.
I do the above with the following code
directionVector = ...
19
votes
3answers
834 views
What's so different/complicated/useful about vectors?
Forgive me if this isn't considered a real question, but it is something I am genuinely confused about.
I constantly hear other game developers talk about how using vectors are very useful, but also ...
3
votes
4answers
212 views
How do I find the 2D direction to a 3D location?
I'm writing a 3D space flightsim, and I'm trying to display a 2D arrow on screen that points to the player's selected target. To clarify, the arrow needs to point in the direction that the player has ...
0
votes
0answers
45 views
Bouncing objects against the side of the screen
I want to have certain circular objects bounce against all four sides of the screen. After searching a lot on the internet, I found the following formula:
Vout = Vin - ((1+e) *dot(Vnormal, Vin) * ...
5
votes
3answers
264 views
Why is this code producing jittery movement?
I have a new project, all settings default with a simple cube on a plane. Cube is not kinematic but is a rigid body under the effects of gravity. I'm trying to normalize the direction before I ...
1
vote
2answers
123 views
What is the camera direction vector for an isometric view?
What values correspond to a 3D vector for screen-normal from within an isometric game?
It needs to be in game coordinates. It is a standard isometric where tiles are rotated 45 degrees and half ...
0
votes
0answers
96 views
Finding a normal vector
I'm trying to replace my old integer based movement and collision system with a vector system, because its more precise and more flexible.
I want to implement wall sliding, such that if a player hits ...
1
vote
2answers
104 views
Twitchy sprite movement
I'm having an issue with sprite movement, and I'm not sure how to deal with it.
When I set a destination for my player sprite (by clicking the screen), it sets the player moving in that direction. ...
3
votes
1answer
79 views
How to calculate where specular highlights converge with an anisotropic shader?
If you look at a rendering with an anisotropic shader applied you will notice that there are special spots on the 3D surface/mesh where the lights seems to converge, a point where a given vector ...
1
vote
1answer
112 views
Explaining vector problem
I'm trying to simulate a centipede game, and I'm doing the snake movement.
I have seen that piece of code, but can't get it, I know it gets the different between the current, previou's nodes ...
14
votes
5answers
676 views
Can I simplify the inequality “distance(p1, p2) < distance(p1, p3)?”
I am working on some vector logic, so am asking: can I save processor time by simplifying this inequality:
distance(vector1, vector2) < distance(vector1, vector3)
I see that vector1 is repeated ...
0
votes
0answers
27 views
Move object forward based on it's direction(1D rotation) [duplicate]
I have 2D game where I want my object to move forward based on it's direction. This is what I've tried:
position.x+=Math.Cos(rotation)*speed;
position.y+=Math.Sin(rotation)*speed;
However this ...
2
votes
1answer
175 views
How to correctly represent a bone system?
I'm currently representing my bone system as follows, in pseudocode:
root = {}
root.rot = v3(0,0,0)
root.pos = v3(0,0,0)
function create_child(parent,rot,length):
child_bone = {}
...
0
votes
0answers
124 views
Space Strategy Ship Movement Math
This is similar to a question I asked a while ago, but I phrased it so terribly so might as well start over. I am trying to implement ship movement in 3D space, but confined to a 2D plane at y=0 (see ...
0
votes
2answers
110 views
How do I calculate speed given two xy vectors?
I have some code that returns the x and y linear velocities of a moving space ship. How can I combine these to give me total speed?
x = self.player._box2dBody.GetLinearVelocity().x;
y = ...
1
vote
1answer
84 views
How to simulate acceleration and then deceleration?
Currently I am only using deceleration.
Here is how I do it
I need to cover Vector(x,y) unit distance to reach B from A.
I simply do -
rendering loop->
position = A + Vector(x,y).scale(factor);
...
0
votes
1answer
79 views
2D vector to Quaternion
I have a 2D vector (with only X and Y), and my engine only supports orientation through Quaternions.
How do I translate a 2D vector to a quaternion?
The X and Y represent the direction (so X = 0 ...
1
vote
2answers
211 views
How to find the entity I'm looking at?
I am currently making a mod for Minecraft but I have come to a stop because I am lacking in some knowledge. I need to get data for the entity I am looking at, which I believe requires the use vectors, ...
-2
votes
1answer
57 views
2D Vector Compass Direction [duplicate]
Relating to this question;
What's the best way of translating a 2D vector into the closest 8-way compass direction?
My query is if this would work in the following order(below) and if so, how ...
3
votes
1answer
74 views
Moving sprite from one vector to the other
I'm developing a game where enemy can shoot bullets towards the player. I'm using 2 vector that is normalized later to determine where the bullets will go.
Here is the code where enemy shoots:
...
5
votes
1answer
136 views
Vector Math question
Suppose I have two game object located at two Vector3s v1 and v2, respectively.
If I wanted to locate a position between v1 ad v2, but 3 units away from v2, how would I manage that in terms of ...
1
vote
1answer
132 views
Calculating projectile velocity from moving object
I'm working on a top down space shooter and am having trouble with calculating/understanding the physics for projectiles launched from the space ship.
The ships have a velocity vector and a turret ...
0
votes
2answers
102 views
Finding vectors with two points
We're are trying to get the direction of a projectile but we can't find out how
For example:
[1,1] will go SE
[1,-1] will go NE
[-1,-1] will go NW
and [-1,1] will go SW
we need an equation of ...
1
vote
1answer
142 views
When to use an Array vs When to use a Vector, when dealing with GameObjects?
I understand that from other answers, Arrays and Vectors are the best choices. Many on SE claim that Linked Lists and Maps are bad for video game programming.
I understand that for the most part, I ...
2
votes
0answers
81 views
Quaternion to direction vector - flipping
I've kinda solved this myself by adapting the Camera::setDirection code from OGRE to work for my need:
Now I have the following code:
Vector3 boneDir = getBoneWorldOrientation(mEntity, mHips) * ...
-1
votes
2answers
118 views
XNA Creating a directional vector from two other vectors
Could somebody please tell me what I'm missing?
I have a scene where the camera is fixed in the sky looking down on a plane. On that plane is a 3D model. I want to move the 3D model in the direction ...
8
votes
4answers
683 views
How does normal mapping really work?
I'm trying to grasp the concept of normal mapping, but I'm confused by a few things. In short, I'm not sure whether a normal map is viewpoint dependent or not (i.e. whether you'll get a different ...
1
vote
2answers
181 views
Libgdx: Am I abusing Vector2? Is there a better way to do my position updates and rendering?
I'm simulating hair in a game. Currently I have a HairField object, which has a position defined by a Vector2. Each HairField has multiple Hair objects in a list, each with a position defined by a ...
0
votes
0answers
54 views
Rotation of a car? [duplicate]
I am working on a game. I want to rotate enemies car so that they face the player car and move to approach it. I tried couples of techniques and algorithm but did not get fruitful results. I want to ...