Chapter 6. Transformations

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KEY TOPICS

  • Translation

  • Scaling

  • Rotation

  • Concatenation

  • Visualization Experience

After all the discussion of how to work with matrices, you're finally ready to look at one of the most common uses of matrices in game programming: affine transformations. Transformations is really just a fancy word for moving objects around in your world. It encompasses movement such as forward and backward or up and down motion, scaling objects larger or smaller, and even rotating objects. The term affine indicates that the essential shape of the object being moved is preserved. This chapter first looks at how to apply the transformation in two dimensions, and then it extends the process to 3D. In the end, you'll be able to set up combos that control any type of motion you can think of, all with a single matrix. If at any point you find yourself struggling with the mathematical operations, flip back to Chapter 5, "Matrix Operations," for a quick review.

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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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