So I had to learn TypeScript for work and to make it interesting I decided to learn writing a little game. Enjoy! http://ide.chasco.info/workspace/ascii/drive.html
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smr
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Pixel art is too mainstream (also TypeScript is kinda nice)
15 September 2015  10:36 PM
Gamedev podcasts
11 August 2015  03:48 PM
Vector math help
15 May 2014  01:34 PM
So, after about twenty years of hobby game development experience and fourteen years as a professional developer, I've finally decided it was time really understand the math. I don't consider myself good at math, and I haven't studied math in school since I graduated in 1999. So I'm rusty.
I've been working through the exercises at the end of the chapter of this book and I'm struggling with cross product. I understand how to calculate it, and I understand what it's used for, but not necessarily the math behind it. I understand it like a tool, but not in theory. I'm trying to use the cross product to determine the angle between two vectors.
The first part of the book's exercise:
Given the two vectors:
a = (0, 1, 1) b = (0, 1, 0)
Compute the angle between them using the scalar product. That's easy:
2.356
The second part is what I'm struggling with:
Using those same two vectors, calculate the angle between them using the cross product. The book seems to indicate that the following formula is used:
 a x b  = a b sin(theta)
It goes on to explain that's the same as this:
 a x b  = a b sqrt(1  (a dot b)**2)
But this isn't what I'm coming up with. I'm calculating the magnitudes of the two vectors as:
a = sqrt(0*0 + 1*1 + 1*1) = 1.414 b = sqrt(0*0 + 1*1 + 0*0) = 1
Cross product:
a x b = (a lot of typing) = (1, 0, 0)  a x b  = 1
Dot product:
a dot b = 0*0 + 1*1 + 1*0 = 1
Then to plug the values into the formula:
1 = 1.414 * 1 * sqrt(1  1) = 0
Obviously this cannot be correct. I know there's some piece I'm missing, but I can't quite figure it out from the text. Could someone help me out here?
Wikipedia stated that the magnitude of the cross product of the unit vectors yields the sine, but even this isn't giving me the correct angle:
â = (0, 1, 1) / sqrt(0*0 + 1*1 + 1*1) = (0, 0.707, 0.707) b̂ = (0, 1, 0) / sqrt(0*0 + 1*1 + 0*0) = (0, 1, 0) â x b̂ = (.707, 0, 0) sin(theta) = â x b̂ = .707
So I thought inverse sine of .707 yield the actual angle, but it doesn't reproduce the same value I calculated with the scalar product (2.356):
arcsin(.707) = 0.785
But I have noticed that
arccos(0.707) = 2.356
So what am I missing here? Please help!
Moving toward a point /without/ trig or floating point
22 August 2013  03:24 PM
I'm working on a mobile game and I'd like to avoid using floating point math. I'm having trouble coming up with an algorithm for moving a point a specific distance toward another point. I have no issues doing this with floating point using trig functions or vector math.
Does anyone recall how this was done in those longgone days before we had FPUs to lean on?
Thanks!
How to specialize template for method
21 June 2013  01:55 PM
I am back to C++ after many, many years' absence. I'm trying to create a simple vector class (noninteresting stuff removed):
template <class T> class Vector3 { public: T length(); public: T x, y, z; };
I want to specialize the length method so that I can select the correct version of sqrt to call based on type of T. The best I can come up with is the following. "Best" is really a misnomer, since it doesn't compile. Can someone enlighten me what the best way to do this would be?
template <> void Vector3<int>::length() { return (T) sqrtl((long)(this>x * this>x) + (long)(this>y * this>y) + (long)(this>z * this>z)); } template <> void Vector3<long>::length() { return (T) sqrtl((this>x * this>x) + (this>y * this>y) + (this>z * this>z)); } template <> void Vector3<float>::length() { return (T) sqrtf((this>x * this>x) + (this>y * this>y) + (this>z * this>z)); } template <> void Vector3<double>::length() { return (T) sqrt((this>x * this>x) + (this>y * this>y) + (this>z * this>z)); } template <class T> T Vector3<T>::length() { return (T) sqrt((double)(this>x * this>x) + (double)(this>y * this>y) + (double)(this>z * this>z)); }
Thanks in advance!
Signed,
Clueless about C++