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Thank you! Those articles were very helpful.

BTW Looks like I mis-labeled this topic. Thanks again for responding.

"Jeffrey \"botman\" Broome" <[EMAIL PROTECTED]> wrote:
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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