If we normalize " n " we can use this formula to find the reflection vector : -2(v . n) * n + v which is pretty much the same thing that you described except the n is normalized and we dont need S
@retro-meister2 жыл бұрын
Would love more videos like this
@matthewventures
2 жыл бұрын
Awesome, I have a few more planned! Definitely checkout kzread.info/dash/bejne/l3hlqthuks7WnKQ.html if you haven't seen it yet.
@ian.ambrose Жыл бұрын
Thank you, mister.
@ibrahimokur416911 ай бұрын
Thanks man
@kerch002 жыл бұрын
Very helpful, man, you explain the solution succintly while expressing charisma which makes it interesting, unlike most of the maths channels on youtube... The video is condensed into 9 minutes while others span a whole 30 minutes, teaching it worse at the same time Thanks p.s. it would be good to see a version of the explaination without the points S and I, as when you are computing these things you dont necesarrily have past positions using your explaination i get g = v - 2n(v.n / ||n||^2) (using projection formula), although i am not sure about it
@ian.ambrose
Жыл бұрын
Yes, you're correct about the formula in the P/S. You should check out the vector's reflection video by Jorge Rodriguez, he derived to the exact same formula, though, he still wanted to find both S and I since apparently, at this point, the tutors care about Directed Line Segment instead of Vectors, and to form a Directed Line Segment, we need both the point S and I to identify the Directed Line Segment's position.
@kerch00
Жыл бұрын
@@ian.ambrose Thank you, I think my question about S and I was stupid in the first place, since the calculation for g uses I as an intermediate and removes S in the process meaning there is no difference from this explanation to what I needed
@ian.ambrose
Жыл бұрын
@@kerch00 Ok so after 2 months of researching, I also agree that it's unnecessary to find those S I points.
@kerch00
Жыл бұрын
@@ian.ambrose 😁😁
@ian.ambrose
Жыл бұрын
@@kerch00 Hey man you should study Vector Refraction as well. That thing is way harder than Vector Reflection but it's fun to learn.
@C17NRYL3D11 ай бұрын
Man I don't understand any of this and I have a game engine programmer interview tomorrow!
@nuvniche2 жыл бұрын
how r y'all doing after Microsoft took over?
@matthewventures
Жыл бұрын
Not a lot changed at ABK immediately following the purchase. I know we had all of our pepe slack emojis banned lol. And I know microsoft has a lot of cool accessibility requirements that ABK games are now required to meet. I can't think of too many other things. Thanks for watching!
@webgpu Жыл бұрын
if only he continued the video showing how to calculate the projection... 🤔
@matthewventures
Жыл бұрын
Sorry my friend. Here is a screenshot of that formula i.gyazo.com/3f96af04f9c4c2faad0c4de7654be52c.png this is from my guide tinyurl.com/gamedevStudySheet
Пікірлер: 16
If we normalize " n " we can use this formula to find the reflection vector : -2(v . n) * n + v which is pretty much the same thing that you described except the n is normalized and we dont need S
Would love more videos like this
@matthewventures
2 жыл бұрын
Awesome, I have a few more planned! Definitely checkout kzread.info/dash/bejne/l3hlqthuks7WnKQ.html if you haven't seen it yet.
Thank you, mister.
Thanks man
Very helpful, man, you explain the solution succintly while expressing charisma which makes it interesting, unlike most of the maths channels on youtube... The video is condensed into 9 minutes while others span a whole 30 minutes, teaching it worse at the same time Thanks p.s. it would be good to see a version of the explaination without the points S and I, as when you are computing these things you dont necesarrily have past positions using your explaination i get g = v - 2n(v.n / ||n||^2) (using projection formula), although i am not sure about it
@ian.ambrose
Жыл бұрын
Yes, you're correct about the formula in the P/S. You should check out the vector's reflection video by Jorge Rodriguez, he derived to the exact same formula, though, he still wanted to find both S and I since apparently, at this point, the tutors care about Directed Line Segment instead of Vectors, and to form a Directed Line Segment, we need both the point S and I to identify the Directed Line Segment's position.
@kerch00
Жыл бұрын
@@ian.ambrose Thank you, I think my question about S and I was stupid in the first place, since the calculation for g uses I as an intermediate and removes S in the process meaning there is no difference from this explanation to what I needed
@ian.ambrose
Жыл бұрын
@@kerch00 Ok so after 2 months of researching, I also agree that it's unnecessary to find those S I points.
@kerch00
Жыл бұрын
@@ian.ambrose 😁😁
@ian.ambrose
Жыл бұрын
@@kerch00 Hey man you should study Vector Refraction as well. That thing is way harder than Vector Reflection but it's fun to learn.
Man I don't understand any of this and I have a game engine programmer interview tomorrow!
how r y'all doing after Microsoft took over?
@matthewventures
Жыл бұрын
Not a lot changed at ABK immediately following the purchase. I know we had all of our pepe slack emojis banned lol. And I know microsoft has a lot of cool accessibility requirements that ABK games are now required to meet. I can't think of too many other things. Thanks for watching!
if only he continued the video showing how to calculate the projection... 🤔
@matthewventures
Жыл бұрын
Sorry my friend. Here is a screenshot of that formula i.gyazo.com/3f96af04f9c4c2faad0c4de7654be52c.png this is from my guide tinyurl.com/gamedevStudySheet