Chapter 4. Vector Operations

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KEY TOPICS

  • Vector Versus Scalar

  • Polar Coordinates Versus Cartesian Coordinates

  • Vector Addition and Subtraction

  • Scalar Multiplication

  • Dot Product

  • Cross Product

  • Visualization Experience

This chapter is dedicated to defining and working with vectors. Vectors are a comparatively new invention. They entered mathematical parlance in the 19 th century, as mathematicians and physicists wrestled with the need to describe motion rather than static placement. The regular numbers that you're used to dealing with are called scalar values, and they can be used to describe an amount or static placement. Unfortunately, though, these scalar values can't be used to describe an object's motion, because they have no way of indicating direction. Over the years , you've probably performed operations such as addition and multiplication on scalar numbers more often than you can count. This chapter revisits operations like that but for vectors, which include direction and govern all the motion in most games . This chapter sets up the rules for mathematically working with vectors so that you can use them in future chapters.

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Beginning Math and Physics for Game Programmers
Beginning Math and Physics for Game Programmers
ISBN: 0735713901
EAN: 2147483647
Year: 2004
Pages: 143
Authors: Wendy Stahler

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