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ISDCaptain01

How much math do I need to use directx?

8 posts in this topic

Ive been searching around various forums and the responses vary. SOme people have been as as far as saying multivariate calc, differential geometry, linear algebra, discrete math, and what not. I mean I could understand If you want to push 3d graphics to a new frontier, but to use directx/opengL? Someone give me an honest answer. My math knowledge is only up to calc 1 although a bit fuzzy due to lack of use. Its been my dream to make a crappy hobbyist quality 3d engine, but if i need to know a truckload of math that would be a hearbreaker =(
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For super basic DX and starting to learn you really only need matrices and vectors. That's what they taught us at uni and then when you start getting more advanced you're looking at trig, pythag and others similar to that.
:)
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[quote name='ISDCaptain01' timestamp='1349226910' post='4986241']Its been my dream to make a crappy hobbyist quality 3d engine, but if i need to know a truckload of math that would be a hearbreaker =([/quote]

Bear in mind that a lot of the knowledge you need to do this to the level you mention is actually what you can pick up from DirectX tutorials and books, which you'll have to do anyway if you're new to DirectX.

A couple of people have commented on that sort of thing as a possibility and/or whether or not it's a good idea, but I would classify it as giving it as go or 'making headway' as GeneralQuery mentioned. I think the advantage of doing that is that you'll learn more about your own limitations during the process, including understanding whether you need to pick up a little more math knowledge.

If you already know calc 1 then do consider that through practice and application, the fuzzyness you describe will disappear and you are somewhat already set up to be filling in blanks from other math topics.

Also bear in mind that there are many 'graphics programmers' out there who don't necessarily operate at the cutting edge of R&D and are quite often following others. Really, the idea these same people are top math students or not is more a measurement of how much more easily they'll be able to devour white papers to follow new research but even the lack of an ability to do that does not preclude a lot of people from developing 3D engines. For many, it just means they're devouring knowledge at a different (higher) level, perhaps after others have turned said white papers into tutorials and pseudo code, in other cases it's often using libraries developed by others and gradually picking up the knowledge that is initially quite alien.
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You don't necessarily need to know the implementation details or derivation of half of the formulas, but you will need to understand conceptually how to use the math libraries, and how to use them to compute the proper transforms.

If you do only 2D, the math involved is simpler, but not necessarily by much. It depends a lot on what you are doing.

Here are some links to test yourself:
- Do you think you can understand a math library like [url="http://clb.demon.fi/MathGeoLib/"]this[/url] and how to utilize it e.g. to specify object positions, move them around, rotate and scale them?
- Are you familiar with the [url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb205123(v=vs.85).aspx"]Direct3D pipeline stages[/url]? A lot of the math you feed into the device revolves around that architecture.
- Does the chain of linear spaces [url="http://msdn.microsoft.com/en-us/library/windows/desktop/ee418867(v=vs.85).aspx"]"local -> world -> view -> clip -> screen"[/url] sound familiar, and can you understand the concepts related to this?

If you feel comfortable with these, you'll be pretty well set math-wise on developing your own 3D engine. Math-wise there's not much else than basic calculus and linear algebra involved.
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How much math do I need to use quantum entanglement theories?

Basically, how much math you need depends on what [i]exactly[/i] you do, and [i]how[/i] you implement it.

If you want the truth to be told, to go bare-bones and even make a crappy 3-D game yourself, you will [b]have[/b] to understand some forms of math.

These can include, but are not limited to:

1.Geometric math.

2.Physics.

3.Vector graphics(pretty much Geometry again).

4.Linear Algebra(stress to say it, but yes, it helps a lot).

Honestly, you don't have to be a math genius, but application of it will be unavoidable at some point(usually the beginning).

The good thing is Geometry, shapes, etc. All that stuff is what little kids/toddlers learn. Math is used everyday for some reason, even if it's just basic arithmetic. Math is shoved in all of our brains, so it's not some "foreign" language you need to newly understand.

Sure, it gets complicated, but most of the time you're limited to mathematics that ONLY apply to game-specific logic and rendering, etc.

One pretty easy way (well, easier, let's say) to use more advanced math in 3D games is in camera rendering through projection matrices, view pointers, eye points from field-of-view projections, and vertex model space positioned by "world space" or matrices(you can think of the 3D land as world space, and many programmers differentiate "object space" from the world, specifically for models and the like). Edited by Pointer2APointer
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I have been reviewing my algebra and trig

So far I know SohCahToa, unit circle, degrees to radian(and vice versa), functions, slope stuff, exponents, factoring,
basic matrices addition, subtraction, multiplication, cartesian coordinate system, trig identities etc etc.
So i went back and looked at my calc test, and it made me barf. I was like WTF was i doing here?
My main question is should I bother reviewing calc or just move onto linear algebra?
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