Math for Game Devs [2022, part 7] • Interpolation & Point Physics
Вставка
- Опубліковано 31 жов 2022
- Primarily for my students at FutureGames - I will only read chat/superchats during breaks!
Assignments & Lecture links ❱ acegikmo.notion.site/Lectures...
Find out more about the school at futuregames.se/
❓ FAQ ❱ acegikmo.notion.site/FAQ-8b62...
💖 Support me on Patreon ❱ / acegikmo
📺 I usually stream on twitch ❱ / acegikmo
💬 Join my discord ❱ / discord
🐦 Follow me on twitter ❱ / freyaholmer
8:10 : Ang to dir, dir to ang
21:00 : Wedge product / Determinent
35:00 : break
47:00 : Area
54:30 : use cases
1:21:10 : frame rate independance
1:30:00 : Velocity vector
1:34:10 : Break
1:45:00 : Motion
2:07:20 : Acceleration
2:21:10 : Move the camera WSQD
2:35:10 : Break
2:45:50 : Interpolation (lerp and inverse lerp)
3:12:29 : remap
knowledge should be free! thank you for sharing
I missed this by a short bit! Thanks for putting in all this work!
Hi, I'm not a game developer but I am learning all this concepts to apply on web front-end development and even shaders. I don't understand how this is here for free, it is amazing. Thank you for this great great job.
This is direct proof of how YT, LI, Twitter, etc. are gold mines of information, and leveraging them is a superpower. Thank you! www.youtube.com/@Acegikmo
I've been doing to same thing and I improved in 3D web development 👍
I wish there were some notes or a book to go along with these lectures. That would very helpful. Thanks for these lectures :)
autoplay was on when I left for work. This was on when i got home. I don't understand a single thing... other than you give lectures and have lead esoteric discussions and I am probably in love....
i popped in out the blue and stayed for the clever stuff that is beyond me, yet somehow makes sense to me, thats gonna say more about you than me, thank you for the refreshing info i wll probably never use & yet i had a window into somerthing fasinating. thank you
At 14:22 or before you mentioned the horizontal and vertical components of a vector to be [cos(theta), sin(theta)] but i think you actually need the magnitude or force so it would be [f * cos(theta), f*sin(theta)] because cos(theta) =x/r => r*cos(theta)= x etc.
As always awesome stuff thank you 👍
Hey, is there a link for PSD file of all the drawings you did? Would love to have an overview of everything! Great job with the lectures!
idk why im watching this while im in fifth grade
Great stuff as always ! Where is that spline vid you refer to ?
The spline video isn't out yet! working on it still, but there's a bézier video on my channel :)
@@acegikmo Got ya, thanks.
She finished it and it's really good! ua-cam.com/video/jvPPXbo87ds/v-deo.html
i like your game
Lol the algorithm gave me this after watching gacha game videos. Thanks for giving me PTSD of my engineering degree days
I went to sleep listening to MLM debunking* and woke up to someone teaching maths. I feel like the universe is trying to tell me something.
*For anyone unaware, MLM = Multi-Level Marketing. I'm not watching people debunk men who love men.
ok now it gets interesting
nice
I'm kind of curious how does transform.position += Vector3 works if it's a struct? Shouldn't you get it to a temp var first and set it back after?
Also Vector2 = Vector3 and Vector3 = Vector2 assignment , as far as I remember Unity didn't like one of these... 🤔
I'm not familiar with C#, but I'm familiar with C++, which allows you to change some operators for certain types, i.e. you can make transform's operator+ for vector3 do something you want -- in this case just to apply the given vector on the transform's position. Perhaps C# has something similar to it. Hopefully it helps you.
I believe transform.position is a vector3. So assignment should work as you would expect. All member data get assigned to another same set of data.
At least for C++.
Vec2 to 3 and 3 to 2 would involve creating a temporary object to match the type. Known as implicit conversion.
thanks for reply but already sorted out, in C# is different than C++, there are references (classes) and values (primitives and structs). Vector3 is struct, also you get the position via a property which is get/set function. So usually when you want to modify a Vector3 property you use a temporary variable to store it, modfy then set it back. += in this case works because C# converts it to a = a+b which is an assignment (set) and an addition with value (get). It doesn't use a lValue as I understand so the result doesn't get lost. Ex transform.position from left transform into independent value or ref because it's a property. In this case value, gets the result but it's independent so it's lost. Also for Vec3 = Vec2, there is an operator, but not for Vec2 = Vec3 which is confusing
@@spider853 I'm wanting to think it should be a+=b and that's it. But, it sound like you're saying b=a; b+=c; a=b; but why?
I wonder which do you prefer? C++ or C#?
@@TheJGAdams what's confusing is that in C# we have properties which are actual functions for get and set masked as class members (ex float hp = player.health will call an internal player. getHealth(), player. health = 100 will translate to player. SetHealth(100), these are internal functions not actual names that are generated), so you might see from here how it's getting a bit confusing to see a setter in +=.
I like both, C++ as ultimate low level power while having OOP, and C# for ease of use and rich base library, almost everything included.
Can you show us your cat?
#SaladPlasticPower
Thanks! just gave the kitty a bath and only got one scratch. My daughter is also Freyja and I.m a math teacher
lesson starts at 8.20
@8:20
y el link para bajarlo??? que flojo
Hello, I started publishing videos about health and sedentary lifestyle
boring
I missed this by a short bit! Thanks for putting in all this work!