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Game Physics Cookbook
book

Game Physics Cookbook

by Gabor Szauer
March 2017
Intermediate to advanced
480 pages
11h 3m
English
Packt Publishing
Content preview from Game Physics Cookbook

Chapter 3. Matrix Transformations

In the previous chapter, we covered what matrices are and how to perform some basic arithmetic on matrices. In this chapter, we are going to cover how to use matrices to represent transformations in a three-dimensional space. The topics of this chapter are:

  • Matrix majors
  • Translation
  • Scaling
  • How rotation works
  • Rotation matrices
  • Axis angle rotation
  • Vector matrix multiplication
  • Transform matrix
  • View matrix
  • Projection matrix

Introduction

From the last chapter, we know what matrices are. It's time to explore how to use matrices. Matrices are often used to transform objects from one space to another. In this chapter, we are going to look at how we can use a 3 X 3 matrix to represent three-dimensional rotation, as well as how we ...

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Publisher Resources

ISBN: 9781787123663