Crusty Jacks wrote:
-- [ Picked text/plain from multipart/alternative ] I've got a pretty
decent programming background, but my math skills are lacking.  This
has not really been a problem for me until digging into the 3d math
used by hl2. I'm having trouble with the vectors, matrixes, Qangles,
etc.  Can anyone suggest some resources to brush up on these topics?
Would some of these algorithms be covered in a College Algebra
course?  Or are they more of a trig topic?

On a side note, when it comes down to planning out some logical steps
such as vector math, transforming local to world space coordinates
should one map it out on paper first?  Would a graphing calculator
such as the TI-83 help with planning out these steps.  Once you've
got the math worked out on paper you'd then translate it to C++.  Is
this the recommended method?

GameDev.net has some wonderful articles on 3d mathematics...

http://www.gamedev.net/reference/list.asp?categoryid=28

Like this one on Vectors and Matrices...

http://www.gamedev.net/reference/articles/article1832.asp

And this one on 3D rotations...

http://www.gamedev.net/reference/articles/article1279.asp

Once you get those down, jump into Quaternions (used quite a bit in
skeletal animation)...

http://www.gamedev.net/reference/articles/article428.asp

--
Jeffrey "botman" Broome

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