Vectors/Matrices tutorial

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5 comments, last by python_regious 22 years, 7 months ago
Hey all, I writed a tutorial about vectors and matrices a while back now, and so far have gotten good reviews about it. But surely the test is here, people are always able to finds things wrong with anything here, so, for good measure, take a look at it here and tell me what u lot think. Let the slating begin.....
If at first you don't succeed, redefine success.
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good work.

would it be a problem if you couldnt write a short paragraph on the plane equation ?. It would be useful to have vector''s, matrices and planes.




{ Stating the obvious never helped any situation !! }
I didn''t read everything, but I skimmed through all of it. Looks good. ^_^

Can you put in a section about generic rotation matrices? That''s just a useful thing to have, even if you don''t know how to explain them. And if you need a site to give you one, I have one in the back of my head as we speak...

Dragonus
Thought of the Moment
"If success is A, then the equation is A = X + Y + Z, where X is work, Y is play, and Z is keep your mouth shut!"
~ Albert Einstein
By "Generic Rotation Matrices" do you mean rotation about an arbitary vector? If so I suppose I could add that, although I''d leave out the derivation, as it''d be too long ( the tutorial is large enough as it is ).

As for the planes, yes, I could add them, and I may, but not at the moment, I''m very busy so I don''t have time to add a whole new section. I may put that into a further tutorial though....
If at first you don't succeed, redefine success.
^ Yeah, that''s what I meant.

Dragonus
Thought of the Moment
"If success is A, then the equation is A = X + Y + Z, where X is work, Y is play, and Z is keep your mouth shut!"
~ Albert Einstein
I''v created a simple matrix lib to use with opengl and d3d. It includes some rotations and transformations.

D3D matrixces has rows/columns in different order, so the translation looks like this
1 0 0 00 1 0 00 0 1 0x y z 1instead of what I think is in the common math1 0 0 x0 1 0 y0 0 1 z0 0 0 1 


Which one should I use. How to make the matrix D3D (opengl the same?) compatible if I decide to use the second way? Just transpose?

thanks.
Personally I would seperate the vectors from the matrices. I think it would be a bit much for a person new to the concepts in one setting. I also think there are a few problems with the ordering. It is ok for a refresher, but it would be confusing to someone that never had it. As an example you mention unit vectors and directions before you tell them that a vector has a magnitude and direction. You introduce representations of vectors that involve multiplication by scalars and addition of vectors before you introduce those concepts. That makes the statements meaningless. A person either moves on saying they have no idea what you are talking about, abandons the document saying they need a more remedial document or they set there puzzling over what in the world that means.
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