Foreword
Why I am writing this book on every mathematical formula and technique used in game development.
Why I am writing this book on every mathematical formula and technique used in game development.
What are points and vectors mathematically, where do they differ and how are they connected.
How do we go from vectors to angles and back. What is PI, cosine and sine exactly, and how can they help us to rotate points.
How can we project a point onto a vector.
How and when do we use matrices. An explanation of the most common uses of matrices to do transformations.
Lines, rays and line segments. How to know if a point is on a line. How to find the intersection of two lines, rays or line segments.
What is the winding order of a triangle. How to determine the area. How to interpolate over a triangle and how to know whether a points lies in a triangle.
What is the winding order of a polygon. How to determine the area. How to know whether a points lies in a polygon. How to determine whether a polygon is conv...