given an Obb3 (Center, HalfVector and axis[3]), how can I create a cube that has the same bounds as this Obb3 ? I'll then use this cube to display my obb3 bounds. I use vector_math and three.dart libraries So far, my code is : Matrix3 rot_mat = new M
Hello I am new to XNA and trying to develop a game prototype where the character moves from one location to another using mouse clicks. I have a Rectangle representing the current position. I get the target location as a Vector2 using player mouse in
I am tracking objects for which I need to test if they are located inside or outside a cube / bounding box. If they are outside, I do a ray-plane intersection to calculate a point on one of the planes of the cube. The ray starts at the center of the
I hope I manage to explain this clearly. I am trying to calculate the closest point on a circle in 3D. I found the following solution: http://www.geometrictools.com/Documentation/DistancePoint3Circle3.pdf My code is below (written in Lua). The main p
Does Open64 has something equivalent to Intel Short Vector Math Library Operations. Thank you. --------------Solutions------------- OK, I more or less figured it out. AMD OpenMP ships with AMD's math library ACML. ACML has functions similar to those
I need to do matrix and vector math in Objective-C. Are there tutorials which show how this works? Are there math libraries that come in handy? --------------Solutions------------- Since iOS 4.0, the SDK includes Apple's Accelerate framework, which c
Assume you're given a circle with the line AB containing its center O, such that A and B are on the circle (OA=OB=radius). A tangent t is drawn on the point A, and I should calculate the mapping of certain points (a,b,c,d...) of the circle to the poi
I'm currently writing a very simple game engine for an assignment and to make the code a lot nicer I've decided to use a vector math library. One of my lecturers showed me the Sony Vector Math library which is used in the Bullet Physics engine and it
I have been trying to find some well presented and explained Vector and Quaternion resources recently to brush up on my 3D skills, and have been having some trouble. Most of the resources I have found tend skip over the high-level reason that perform
I'm an artist involved with building various sorts of computer controlled machines. I've started prototyping a gimble-based XY painting machine and have realized that the maths needed are out of my reach. I'm a decent enough programmer but not strong