<< Chapter < Page Chapter >> Page >

The new code in Listing 8 is highlighted by a long explanatory comment near the middle of Listing 8 . I will leave it as an exercise for the student to think about the rationale that was used to decide which lines to draw and which linesto suppress depending on the algebraic sign of the dot product between the two vectors.

Otherwise, no explanation of the code should be necessary beyond the embedded comments.

Homework assignment

The homework assignment for this module was to study the Kjell tutorial through Chapter 10, Angle between 3D Vectors.

The homework assignment for the next module is to study the Kjell tutorial through Chapter 11, Projections.

In addition to studying the Kjell material, you should read at least the next two modules in this collection and bring your questions about that material tothe next classroom session.

Finally, you should have begun studying the physics material at the beginning of the semester and you should continue studying one physics moduleper week thereafter. You should also feel free to bring your questions about that material to the classroom for discussion.

Run the program

I encourage you to copy the code from Listing 9 through Listing 13 . Compile the code and execute it in conjunction with the game-math library named GM02 in Listing 9 . Experiment with the code, making changes, and observing the results of your changes. Make certain that youcan explain why your changes behave as they do.

Summary

In this module, you learned how to apply the vector dot product to three different applications. You learned:

  • how to use the dot product to compute nine different angles of interest that a vector makes with various elements in 3D space,
  • you learned how to use the dot product to find six of the infinite set of vectors that are perpendicular to a given vector as shown in Figure 4 , and
  • you learned how to use the dot product to perform back-face culling to convert the image in Figure 1 to the image in Figure 2 .

What's next?

In the next module, you will learn about first-person computer games in general, and how to use the game-math library to write a first-person game in a3D world using the game math library.

Miscellaneous

This section contains a variety of miscellaneous information.

Housekeeping material
  • Module name: GAME 2302-0150: Applications of the Vector Dot Product
  • File: Game0150.htm
  • Published: 10/23/12
  • Revised: 02/01/16
Disclaimers:

Financial : Although the Connexions site makes it possible for you to download a PDF file for thismodule at no charge, and also makes it possible for you to purchase a pre-printed version of the PDF file, you should beaware that some of the HTML elements in this module may not translate well into PDF.

I also want you to know that, I receive no financial compensation from the Connexions website even if you purchase the PDF version of the module.

In the past, unknown individuals have copied my modules from cnx.org, converted them to Kindle books, and placed them for sale on Amazon.com showing me as the author. Ineither receive compensation for those sales nor do I know who does receive compensation. If you purchase such a book, please beaware that it is a copy of a module that is freely available on cnx.org and that it was made and published withoutmy prior knowledge.

Affiliation : I am a professor of Computer Information Technology at Austin Community College in Austin, TX.

Get Jobilize Job Search Mobile App in your pocket Now!

Get it on Google Play Download on the App Store Now




Source:  OpenStax, Game 2302 - mathematical applications for game development. OpenStax CNX. Jan 09, 2016 Download for free at https://legacy.cnx.org/content/col11450/1.33
Google Play and the Google Play logo are trademarks of Google Inc.

Notification Switch

Would you like to follow the 'Game 2302 - mathematical applications for game development' conversation and receive update notifications?

Ask