A branch of mathematics concerned with questions of shape, size, relative position of figures, and the properties of space.
2
votes
2answers
73 views
Calculate shadow map to overlay hidden line-of-sight things in 2d?
Given a 2D sideview with even-sized grid squares and our hero in a known center-ish position like this
... and imagining this hero's line of sight like this...
how could one get the point values ...
-2
votes
1answer
33 views
nothing is drawing when using basiceffect having same matrix as spritebatch [closed]
my load content....
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new ...
-2
votes
2answers
56 views
Convert atan2 value to standard 360-degree-system value [duplicate]
Lets say I'm using atan2 to get the angle between two vectors.
atan2 gives a value in radians. I convert it to degrees using a built in function in Java. This gives me a value between 0 and 180 ...
-2
votes
1answer
54 views
How does atan2 work when getting angle of a vector?
I know that atan2 gives me the absolute angle of any vector. But it doesn't give a value from 0 to 360 degrees. Instead, it gives a value (if I'm not mistaken), between 0 and 180, or between 0 and ...
-1
votes
0answers
37 views
Getting the angle between two vectors [duplicate]
Please see the following drawing:
I need to calculate the angle between the blue vector and the red vector.
The angle between the red vector and the x axis is: 30 degrees. Lets call it alpha.
The ...
0
votes
1answer
59 views
Using atan2 to calculate angle between two vectors
I understand that:
atan2(vector.y, vector.x) = the angle between the vector and the X axis.
But I wanted to know how to get the angle between two vectors using atan2. So I came across this solution:
...
1
vote
3answers
129 views
How to move an object along a vector
Let's say I got an object A and object B in a 2D game.
I create a vector leading from A to B. It's name is AB.
How can I make A move along the vector AB and reach B?
One way I was thinking of doing ...
4
votes
2answers
318 views
How do I use the dot product to get an angle between two vectors?
I am learning to use normalized vectors in my games.
I've learned that in order to know the angle between two vectors, I can use the dot product. This gives me a value between -1 and 1, where
1 ...
2
votes
1answer
49 views
map the section of a procedurally generated surface on a plane
I'll try to be as clearer as I can.
I have a surface on a 3D space which is not flat, it has hills and depths.
My goal would be intersect it with a plane so that I can map the section of the surface ...
2
votes
1answer
80 views
How do I compute the point of a triangle-ray intersection?
I have a line (the direction vector of the player) and a triangle representing the face of a model (so composed of 3 points).
I can't find the mathematical operation to check if that vector is ...
2
votes
1answer
91 views
2d grappling hook for platformer?
What are the options and mechanics for creating a grappling hook in a 2D game?
In the prototype for this feature, the person runs around in a platformer world and can throw the hook at any wall, ...
1
vote
2answers
84 views
How can I compute the movement of an object along a parabola?
I am working on a simple 2D game. In the game, I have a 'robot' that throws a ball towards another robot, in the shape of a parabola. Both 'robots' have the same Y coordinate.
The program knows the ...
0
votes
1answer
39 views
How to modify normal vectors with a tranformation matrix
Transformation is quite simple when it comes to Position or Color of the vertex, for Position just multiply matrix * vector and for color just don't do anything, but my question now is: How to handle ...
-1
votes
2answers
86 views
Using Geometric Slerp to move Camera
I'm writing a program in C++ using OpenGL and GLM; I'm trying to get my camera to follow my car. So far it successfully follows it around the screen, but I'm having trouble adjusting the Camera's ...
2
votes
3answers
238 views
How can I draw a quad in wireframe with modern OpenGL, without rendering the interior bisecting edge?
I want to draw a quad (not two triangles). I actually know that triangles are faster, as I answered this question.
But let's say I am building a 3D modeling tool. It makes sense to draw a quad for ...