A mathematical concept that can be used to express position, direction or velocity and which can simplify or outright trivialise spatial problems.

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1answer
14 views

Pitch/Yaw in circle causes undesired Tilt

I've made my own Camera object, with a forward vector as well as a up vector. I happen to be programming in Android using OpenGL ES 2.0 but I think this question is relevant to all frameworks, it ...
0
votes
1answer
19 views

MonoGame - scale down a sprite from the middle

I want to animate a texture's scale. First it's scaled up to 10, and then it gradually goes down to 1. However the texture is drawn at Vector2(0, 0) so it doesn't animate as I had imagined it would - ...
1
vote
1answer
36 views

LibGDX: How to make something like vector rotation sensor with accelerometer and compass values?

So I've tried the vector rotation sensor using the Android API and it works perfectly to do what I want, but LibGDX does not support this sensor. I've been searching and it seems like I can do the ...
0
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2answers
60 views

Unity3D: Find Raycasthit direction

I'm trying to make a Billiard game and I wanna calculate the direction on which the Cue Ball(white ball) will be moving after it hits another ball. As you can see I wanna calculate the angle/...
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0answers
14 views

Javascript applying thrust to my inertia

I'm using http://www.mathguide.com/lessons2/Vectors.html#combining as a reference. Their magnitude values are too large for my pixels so I'm decreasing by a factor of 100 - so the 30 magnitude becomes ...
1
vote
1answer
45 views

Computing how fast a vector should go toward certain direction

I have two object in space, one has velocity (object A) with fixed magnitude, and one is static (object B). every timestep, I add to object A's velocity a vector which direction is object A to object ...
1
vote
1answer
51 views

Clamp camera view angles relative to moving object

I have a camera attached to an entity that moves in a circular pattern around a fixed center position. I am attempting to clamp the rotation of the camera such that it can only look inward toward the ...
0
votes
1answer
40 views

Change sprite angle on sloping ground

I have a problem here with GameMaker built-in physics environment.My player is designed to be on a skateboard. I want my player to rotate its sprite, according to the kind of fixture(up or down slopes)...
1
vote
2answers
53 views

Move to specified coords - libgdx and java

So I am making my bullets go to a point and travel further. Only its acting really really weird. Its like its thinking that the 0,0 location is at the top left instead of the bottom left. This is the ...
0
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1answer
28 views

Turning x and y difference between two points into a projectile moving between them at a fixed speed

In a libgdx project of mine, I have two units on a 2d field who want to fire at each other. They both know the x and y distance to each other by subtracting their enemies position from their own: ...
1
vote
0answers
87 views

Polygon 2D collision response- How do I find the correct edge a polygon hit?

Hey guys I've been seriously stressed out by this, so please go easy on me. My goal is to reflect a bullet (polygon) off of another polygon, and find the edge the another polygon, A (the bullet), hit....
1
vote
1answer
95 views

How to align a hint arrow to point along a path?

I am using CalculatePath and trying to use path.corners in order to give user a hint for path, that where should he lead next. I am using first two instances of Vector3 of path.corners. Lets call ...
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0answers
28 views

Vector and aabb collision [duplicate]

Im having trouble with bullet collisions for a 3d game. I've seen many solutions but they either don't work for my case or are way to complicated. Can someone explain in a pretty simple way how to ...
1
vote
0answers
58 views

Moving along the surface of a mesh?

I'm trying to replicate the movement in this game: https://www.youtube.com/watch?v=OcvD8BXars8 The players ship along with all other game elements move along the surface of a mesh. I've tried ...
0
votes
0answers
44 views

Unity C# - The object of type 'Object' has been destroyed but you are still trying to access it

I have a cube on a plane and I'm tring to move it to certain locations. I've baked the area and added a navmeshagent to the cube. My moving script for the cube looks like this: using UnityEngine; ...
1
vote
1answer
95 views

Java Distance between two Vector positions never 0

I have a Player moving, but when the player reaching the destination it should stop. But problem is that distance never return 0. It starts printing this: 0.9672514210000003 End by this and then ...
1
vote
1answer
78 views

Unity Vector3.Angle() direction

I have a space fighter AI. I need to determine how to pitch, yaw and roll the craft to aim at the target. My current solution: To obtain the Yaw angle to position the target above the fighter, ...
3
votes
3answers
105 views

Does AddForce continue to add force indefinitely?

Does the AddForce method continue add velocity to an object forever? Does it need to be limited by another line of code? Sorry if it is too broad or too simple; I am completely new to programming and ...
0
votes
1answer
114 views

Unwanted roll when rotating camera with pitch and yaw

I have a quaternion class implementation, and when I apply this class to my objects all gone right (rotations), but I have a lot of troubles with the camera. I've been searching a lot trying to solved ...
2
votes
1answer
46 views

2d vector flips during rotation

I have a 2d game (C++ and SDL) and I want the player object rotate to follow the mouse. The player object and the mouse location are both stored in 2d vectors. In order to have the player's rotation ...
0
votes
0answers
45 views

How to make this vector field animation

This screenshot is from Windows app called MyRadar by ACME AtronOmatic LLC. I found their wind direction animation to be very visually appealing and was wondering if anyone knew how to create this ...
1
vote
1answer
94 views

Shooting Projectiles

I am using cocos2D-x and am trying to achieve the effect of enemies going past and shooting projectiles at the player who is moving around the screen. I am using the code below, which is based on this ...
1
vote
1answer
59 views

Simulating elastic ball collisions quickly escalates to disaster

I'm trying to learn HTML canvas and was working on a basic physical simulation, where a number of balls are drawn and set in motion, and the program simulates them colliding and bouncing off the walls ...
1
vote
1answer
147 views

Getting the Right Vector from the Forward Vector

I'm currently working on a small Camera (ArcBall) and I finally am starting to understand how it will work. I will first create a basic View Matrix using a LookAt function. Then, I will send the ...
4
votes
0answers
116 views

Implementing proportional navigation in 3D

Good afternoon guys, a = N * λ' * V is the formula for the commanded acceleration required to hit the target, where N is the proportionality constant, λ' is the change in line of sight and V is ...
0
votes
0answers
25 views

Correcting Vectrosity wire frame line normals

Current Setup This is my current scene, you can see that as the sphere rotates it looks like at the edges(90 degrees) to our normal you see the lines fine but dead on the almost disappear. Grid ...
0
votes
2answers
98 views

How do I handle parallel lines when looking for intersections?

I'm using the following method to determine the intersection point of two vector2: public static Vector2 LineIntersectionPoint(Vector2 startPoint1, Vector2 endPoint1, Vector2 startPoint2, Vector2 ...
0
votes
1answer
35 views

How to rotate a triangle to look at a point?

Lets say I have a triangle defined by 3 vertices and a center point, how do I rotate the triangle so its normal is looking at a specified point?
0
votes
1answer
37 views

Position of an object relative to another in a 2D plane

I have two objects, A and B, each of them has a set of coordinates (x,y). How do I understand where is A in relation to B's position? If I where to just check each coordinates I could do it like this:...
1
vote
4answers
163 views

Get perpendicular vector from another vector

I should clarify that I understand there is an infinite amount of 'perpendicular' vectors in 3D space. I am creating an electricity effect, and to do this the ability to have any number of ...
2
votes
1answer
77 views

Convert a modified Transform.forward to world space

I am trying to make an electricity system, where it is given the start and end points and it works out a random sequence of points in the rough direction of the end point. These points are set as ...
3
votes
4answers
166 views

How to get the closest “visible” object from my “player”?

I'm using Unity 3d and i have to accomplish the following task: get the closest "visible" object to my player in forward direction. It is a sort of radar. I don't know where to start. Any advice ...
1
vote
1answer
59 views

Smoothing a rotation vector

I am currently using OpenCV to track the face of a person. With this I extract the feature points and calculate the objects heads pose by applying the "solvePnP" function. This function gives me a ...
3
votes
2answers
98 views

Why does transforming a Vector3 by a Quaternion result in reversed Z?

I'm trying to transform the vector (1, 0, 0) by an orientation unit quaternion, which in XNA should be: Vector3 v = Vector3.Transform(Vector3.Right, Orientation); But this results in the Z value ...
-2
votes
1answer
18 views

how can i take the value of a vector 3 from a liste of vector 3 [closed]

foreach (Vector3 posit in position){ if (ang){ float a = Random.Range (0.0f, 60.0f); //Vector3 p1= new Vector3((position[i-1].x)+(ra*cos(a)),0.0f,(position[i-1].z)+(ra*Sin(a))); ...
0
votes
0answers
63 views

Dot product not working as expected

Recently I am learning dot product, While below code works from Unity's documentation, http://docs.unity3d.com/ScriptReference/Vector3.Dot.html public Transform other; void Update() { ...
0
votes
1answer
35 views

Limit Quaternion/vector3 axe in a certain interval

I have some trouble to understand, and handle Quaternion and Vector3. I'm improving the tutorial Tank of Unity: EDIT: Because a video explain so much better, there is a link to the 30 secondes video ...
1
vote
2answers
29 views

Translating a world position to an array position

Lets keep this simple, so, assuming I have an array like this ... var array = new bool[10,10,10]; .. and then I have a start and end vector3 ... var start = new Vector3(-21,-21,-21); var end = new ...
2
votes
1answer
67 views

Should I Include the W-component of a vector when calculating it's length or dot product?

The reason I'm asking this is because I saw an implementation which did it that way but I don't quiet understand it. I mean, usually I want to get the distance between two points in 3d space and if W ...
0
votes
1answer
81 views

Player position not updating when referenced in seperate class?

In my player class I have my players position set to update when you tap the directional keys, that works fine, but when I access my Players position variables, in my projectile class constructor, ...
1
vote
1answer
153 views

How to clamp a direction vector within a direction pyramid?

In 2D you can specific an angle range such as [-45 to +45] and clamp a 2D direction vector within that angle range. I want to have something similar for 3D. I want to specify the allowed directional ...
0
votes
3answers
492 views

How to calculate the closing speed of two objects

I have the 2D positions and 2D velocity vectors of two objects. How do I calculate the closing velocity ? I want to get the closing speed. Think of one jet tracks another jet with radar and you want ...
0
votes
2answers
39 views

Object has its heading stored as Euler angles. After it makes a turn, how do I calculate the new angles?

Assume said object is an aircraft. I store three angles (in degrees) that describe where it's headed: yaw, pitch and roll - in that order. Let's say the plane is flying vertically, upwards. The angles ...
0
votes
2answers
78 views

How does this math behind converting angles to vectors work?

I calculated the vectors of my yaw and pitch successfully. Even tho it works fine, I can't seem to understand how the math works exactly. Could someone (graphically / demonstratively) explain me this ...
0
votes
3answers
48 views

Velocity Relative To A Vector

So I have a velocity vector b in world space and I have a "pointing" vector a in world space. I need to know how to make the velocity vector to be relative to the "pointing" vector. Better explanation ...
-1
votes
1answer
46 views

How do I get a vector from an angle?

I want a ship to move forward in the direction it's facing when you press the up key, but I don't know how to get a normalized vector from the angle the ship is facing. Can someone show me what code ...
0
votes
1answer
69 views

Getting vector relative to other vector in rotating object

So I have a rotating object a. It is rotating at non-constant speed around it's local x axis. It is parented to object b. When the object a rotates, it's local x axis stays facing the same direction ...
0
votes
1answer
236 views

How do you build a rotation matrix from a normalized vector?

I'm trying to find the correct way to build a rotation matrix from a unit vector. I have two arbitrary points in space (p1 and p2), and I'm trying to create the vertices for a rectangle to span ...
0
votes
2answers
53 views

Get vector3 position of Cursor on a fixed 2D plane within a 3D scene

How is it possible to get a cursors X and Y Location relative to the scene planes rather than using co-ordinates based upon pixels of screen height and width? I have the start of a very basic game, ...
0
votes
0answers
33 views

What Is Vector Math? [duplicate]

Okay so I was wondering, what exactly is "Vector Math"? I was wondering if I needed to know physics for game development, and most people said you just need to understand the basics, but they said ...