Lol!

Great stuff! Wow, that movie was RIDICULOUS stupid funny!!! :)



So glad this made sense and if you or anyone else has any questions, please 
feel free to shout out!

Smiles,

Cara :)
---
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On May 3, 2013, at 2:45 PM, Raul A. Gallegos <[email protected]> wrote:

Hey Kara, this is super. I can actually follow this without getting too lost. 
It makes me think of what some games, like Lone Wolf may go through when David 
programmed it.

However the first thing i thought of when I read the message from you was the 
following.

What's your vector Victor. This is Captain Over over. Roger Roger, huh? What?

Take care.

--
Raul A. Gallegos
I didn't slap you, I simply high fived your face. - Sheldon Cooper
Twitter and Facebook user ID: rau47

On 5/3/2013 11:28 AM, Cara Quinn wrote:
> Hi all,
> 
> Well I'm done responding to list craziness and since you get what you focus 
> on, I'm focusing on cool game mechanics! :)
> 
> I'd like to take my earlier notes on vectors and such, a step further to a 
> process called projection.
> 
> When you project a vector on to another vector, you're simply adding the 
> components of one vector to the components of another. As in:
> 
> 0,2,0 + 1,0,0 = 1,2,0
> 
> So this process is just adding the x, y, and z components of each vector 
> separately as in:
> 
> 0 + 1 = 1
> 
> 2 + 0 = 2
> 
> 0 + 0 = 0
> 
> So this is great but why would we want to do this?
> 
> Let's think of the first vector above (0,2,0) as perhaps a boat on an ocean. 
> This boat is traveling north in our game world, at 2 units per some amount of 
> time.
> 
> Let's think of the second vector as a wind blowing toward the east at 1 unit 
> per some amount of time. You can see where I'm going with this. ;)
> 
> If we apply the wind to the boat's motion, we end up with the boat traveling 
> to the coordinates 1,2,0 at the end of our given amount of time.
> 
> If the boat captain continues to steer the boat due north at the same speed 
> (0,2,0) the wind will still be blowing due east (1,0,0) and thus again blow 
> the boat to the ending coordinates of (1,2,0) again as the next unit of time 
> passes.
> 
> We can actually use projection to simulate various forces acting on entities 
> in our game world; wind, thrust, gravity, drag, friction. etc.
> 
> Let's look at the above projection in a different way now. Instead of the 
> boat captain steering the boat against the wind, perhaps the captain is 
> asleep and the boat is adrift. Don't worry, we won't let him go very far. :)
> 
> So we have our boat starting out moving north at (0,2,0).
> 
> We have our wind steadily blowing at (1,0,0).
> 
> Project the wind on to the boat's motion and you end up with the boat at 
> (1,2,0)
> 
> What happens if the boat simply keeps moving in its new direction?
> 
> 1,2,0 + 1,0,0 = 2,2,0
> 
> Our boat is now moving northeast. -And the wind keeps blowing.
> 
> 2,2,0 + 1,0,0 = 3,2,0
> 
> Our boat is now traveling east-northeast.
> 
> This looks right at a glance, but let's look at what's really happening here. 
> If you notice, our boat is actually speeding up and our calculations are off.
> 
> Even though the above looks like physics, we haven't really taken any physics 
> into account here. -And, rather than go into a lot of physics in this note, 
> let's stay with a simple aspect of this boat's travel.
> 
> In an earlier note I gave the example of a runner continuously accelerating 
> and we illustrated this with an ever-increasing vector length. Well if you 
> notice, our boat's vector of travel keeps getting longer as the wind keeps 
> blowing. If we kept projecting the wind vector on to the boat's travel 
> vector, the x coordinate would just keep in creasing and increasing and 
> increasing until our boat would basically be traveling faster than any other 
> boat I know of! :) -And it still wouldn't stop there! :)
> 
> Obviously a wind of only 1 unit over time shouldn't be causing another object 
> to go faster and faster and faster.
> 
> So what have we missed? We haven't been taking the length or magnitude of our 
> vector into account.
> 
> So how does this help us?
> 
> We know that our boat originally traveled at 2 units over time. So our boat;s 
> vector of travel has a magnitude of 2 units. When we project the wind vector 
> on to it, we are adding magnitude to the vector.
> 
> Remember we ended up with 1,2,0
> 
> So rather than leave it there, let's check the magnitude of this vector.
> 
> We do this with the Pythagoras theorem.
> 
> 
> 
> 1 * 1 is 1
> 
> 2 * 2 is 4
> 
> 0 * 0 is 0
> 
> 1 + 4 + 0 is 5
> 
> the square root of 5 is 2.23606797749979
> 
> 2.24 for our uses…
> 
> So our boat is now traveling faster than it's usual 2 units. As I said, we 
> can take quite a lot into account here but for now let's just go with the 
> idea that we really only want our boat ever traveling at 2 units over a given 
> time.
> 
> We can magnify our current vector so its length (the boat's velocity) is 
> still 2 units but traveling in its new direction.
> 
> Remember, we do this by dividing our vector by it's current length and then 
> multiplying by the length we want it to have.
> 
> So this would look like:
> 
> 1 / 2.24 * 2 = 0.8928
> 
> 2 / 2.24 * 2 = 1.7857
> 
> 0 / 2.24 * 2 = 0
> 
> So the vector of travel we end up with is:
> 
> 0.8928,1.7857,0
> 
> 
> Okay, so it's just not as pretty as our earlier vectors but the computer 
> doesn't care. it will still be able to work with it just as effectively in a 
> gaming situation.
> 
> So this is actually the new direction and speed of our boat as the wind blows 
> it.
> 
> NOw we can do more with physics to take into account the energy being 
> imparted to the boat from the wind as well as the drag on the boat from the 
> sea and such, but for now this should be a fun start!…
> 
> Vector projection is a really simple, useful and pretty interesting process 
> to play with with your game entities.
> 
> Hope this makes sense and is something y'all may be interested in… :)
> 
> Have a great weekend and talk with y'all soon!…
> 
> Smiles,
> 
> Cara :)
> ---
> View my Online Portfolio at:
> 
> http://www.onemodelplace.com/CaraQuinn
> 
> Follow me on Twitter!
> 
> https://twitter.com/ModelCara
> 
> 
> ---
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