Difference between revisions of "Advanced C++ Programming Tutorial 3"
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* Detecting ball collision [https://youtu.be/cuV885XbSZY?t=6m06s 6:06] | * Detecting ball collision [https://youtu.be/cuV885XbSZY?t=6m06s 6:06] | ||
* Resolving ball collision (bounce) [https://youtu.be/cuV885XbSZY?t=15m20s 15:20] | * Resolving ball collision (bounce) [https://youtu.be/cuV885XbSZY?t=15m20s 15:20] | ||
− | + | * Homework assignment [https://youtu.be/cuV885XbSZY?t=18m50s 18:50] | |
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Revision as of 19:22, 5 April 2020
The vector dot product. This saucy little number is gonna turn your world upside down, project it, and other such bullshits. Super powerful math stuff do not missit.
Contents
Topics
Part 1
- Vector dot product
- Collision rebound physics calculation via vector operations
Part 2
- Detecting collision
- Implementing vector collision response (rebound) calculation
Video Timestamp Index
Tutorial 3.1
- Introduction: using the vector dot product for rigid body physics problems 0:28
- E.g., ball bouncing off a wall (line in 2D) with an arbitrary inclination
- Using vector operations instead of angles & trigonometry
- What is a dot product? 2:52
- Basically: take vectors j and i: how much does a line j go in the direction of i
- If j and i are perpendicular, their dot product is 0
- How to calculate the dot product 5:54
- Most common usage: "dot with a unit vector" 10:51
- Determines how much a vector is going in the direction of the unit vector
Tutorial 3.2
Links
Homework
Fix the funky bug in the collision code.