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Core Techniques and Algorithms in Game Programming
book

Core Techniques and Algorithms in Game Programming

by Daniel Sánchez-Crespo Dalmau
September 2003
Intermediate to advanced
888 pages
19h 38m
English
New Riders
Content preview from Core Techniques and Algorithms in Game Programming

Appendix D. Some Math Involved

This appendix is meant to be a review of many mathematical formulas and equations that are used continually in game programming. You will find an overview of trigonometry, vector math, matrices, and so on. I suggest you make sure you understand the following pages thoroughly before reading the more involved chapters on geometry tests. These pages should help you refresh some useful math concepts that will be repeatedly used in the book.

Distances

There are a number of distance-related computations, measures, and indices that can prove useful in your game programming.

Distance Between Two Points

The easiest way to compute the distance between two points is to use the Euclidean distance metric. Given P and Q in a 3D world, ...

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Publisher Resources

ISBN: 0131020099Purchase book