Difference between revisions of "Advanced C++ Programming Tutorial 3"

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(Video Timestamp Index)
(Tutorial 3.1)
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== Video Timestamp Index ==
 
== Video Timestamp Index ==
 
=== [https://youtu.be/X9mAhFHvh-4 Tutorial 3.1] ===
 
=== [https://youtu.be/X9mAhFHvh-4 Tutorial 3.1] ===
 +
<div class="mw-collapsible mw-collapsed"><br />
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* Introduction: using the dot product for rigid body physics problems [https://youtu.be/X9mAhFHvh-4?t=0m28s 0:28]
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<div class="mw-collapsible-content">
 +
:* E.g., ball bouncing off a wall (line in 2D) with an arbitrary inclination
 +
:* Using vector operations instead of angles & trigonometry
 +
</div>
 +
* What is a dot product? [https://youtu.be/X9mAhFHvh-4?t=2m52s 2:52]
 +
<div class="mw-collapsible-content">
 +
:* 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
 +
</div>
 +
* How to calculate the dot product [https://youtu.be/X9mAhFHvh-4?t=5m54s 5:54]
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<div class="mw-collapsible-content">
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:* Visual demo [http://http://www.falstad.com/dotproduct/], [https://youtu.be/X9mAhFHvh-4?t=5m54s 5:54]
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</div>
 +
 +
</div>
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=== [https://youtu.be/cuV885XbSZY Tutorial 3.2] ===
 
=== [https://youtu.be/cuV885XbSZY Tutorial 3.2] ===
  

Revision as of 00:23, 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.

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 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

Tutorial 3.2

Links

Homework

Fix the funky bug in the collision code.

See also