A branch of mathematics concerned with questions of shape, size, relative position of figures, and the properties of space.

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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 ...

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