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Math for Game Programmers: Interaction With 3D Geometry

admin by admin
July 13, 2020
in Game
24
Math for Game Programmers: Interaction With 3D Geometry



In this 2013 GDC talk, Intel’s Stan Melax shares some useful tools for programmers to help render avatars that can interact with 3D Geometry in games.

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Comments 24

  1. Oliver Kaunds says:
    2 years ago

    I am a web application Developer(Java) and I realise how dumb I am compared to these guys. All we web developer do is learn frameworks, use API's built by people smarter than us and do CRUD operations with a Database.
    I think we should stop calling ourselves developers, its an insult to real developers. 🙁

    Reply
  2. Omar CHIDA says:
    2 years ago

    Excellent talk it's been always a mystery to me how physics engines work, and this talk provided great insight! Would definitely buy a book written by this guy. Thanks sir <3

    Reply
  3. Cloud Strife says:
    2 years ago

    I have talked a lot with ppl on reddit 3d graphics subreddit and many
    others about if it would be possible to do today what Carmack did in the
    90's in term of 3d engine development etc and trying to build a engine
    who would/could rival Unreal 5 etc the consensus I received was that
    it's impossible to build a large engine alone theses days because they
    are 100x more complex than in the 90's and there is over 100 dev working
    on Unreal all time .. but it would be possible for a 3d graphics
    programmer to build a small 3d room like a 3d shooter to show all the
    examples he learned kinda like a portfolio if you want… mirror,
    reflection, water, light etc etc

    I wanted what's your opinion
    about all this and if it's a waste of time to learn 3d graphics theses
    days if the industry as a whole is standardizing on Unreal…

    Thank you for your time

    Reply
  4. WildWeeBear says:
    2 years ago

    Does anyone have the presentation slides from this?

    Reply
  5. Jonah Dominguez says:
    2 years ago

    my college math class?

    Reply
  6. John Alexiou says:
    2 years ago

    To get the normal and the area of a triangle without picking an odd man out, use `Area = 1/2* |a×b+b×c+c×a|` and ` n = unit(a×b+b×c+c×a)`.

    Reply
  7. meh meh77 says:
    2 years ago

    30:16, I'll try to finish the course!

    Reply
  8. Brandoski 99 aoe2 player says:
    2 years ago

    Sololearn?

    Reply
  9. Ankan Mann says:
    2 years ago

    elegent approach towards 3d
    https://www.youtube.com/watch?v=m6ewJpbGfsE

    Reply
  10. RoronoaZoroSensei says:
    2 years ago

    fantastic talk, theme and speaker. Thanks for the upload, it was very insightful!

    Reply
  11. KeyC0de says:
    2 years ago

    I believe a third of what he said aren't even used in 99.9% of 3D Computer graphics. Examples: nobody calculates outer product. Moment of inertia very rarely. Tetrahedron covariance?? Inertia tensor??? Jacobian??

    A good in depth talk, although self-indulgent level of complication was introduced.

    Reply
  12. eagle2com says:
    2 years ago

    Thank you for this awesome overview, I learned a lot, but please, Runge is pronounced somewhat like Roongeh, my ears ^_^.

    Reply
  13. Rosemary Fortanely says:
    2 years ago

    Oh, cool! I've had that numerical drift problem happen to me without realizing the name for it! I was implementing some orbiting bodies, and at first I did it by setting their velocity normal to the vector between their position and the origin, but they (as the name implies) slowly drifted away. I didn't even realize it until I walked away from my computer while it was running, and came back and saw their orbits had dramatically grown, haha.

    Reply
  14. SnakeEngine says:
    2 years ago

    1:14 Yep, if a math illiterate like John Carmack can succeed then basic school math should suffice.

    Reply
  15. KidKnowledge says:
    2 years ago

    Oh Stan you bantersaurus!

    Reply
  16. Willie Gross says:
    2 years ago

    Fantastic Lecture. It's nice to see just how many different ways relatively basic Trig and Linear Algebra can be used to solve these kinds of problems. It really encourages you to think outside the box of your preconceived notions of how math is supposed to be applied to 3D game geometry and showcases how rewarding some lateral problem solving skills can be.

    Every day I discover a new way in which all the math I picked up in college is inexhaustibly useful.

    Reply
  17. ZoidbergForPresident says:
    2 years ago

    2:20 HELP! I'm already lost!

    Reply
  18. Peter Trier says:
    2 years ago

    Nice, got to dig into the implicit Euler stuff.

    Reply
  19. Matheus Lacerda says:
    2 years ago

    I guessed he was a professional body builder but i think i was wrong

    Reply
  20. vexe says:
    2 years ago

    Hey that's the guy that programmed MDK! He's got another talk about how they did collision in that game.

    Reply
  21. j Schroeder says:
    2 years ago

    Lost me 15 minutes in. Shows what I know. Time to brush up it seems.

    Reply
  22. Max Aggropop says:
    2 years ago

    thakns for this overview. it is exactly the list of referencable topcis i am looking for right know. perfect timing.

    Reply
  23. Luis Fernando says:
    2 years ago

    hey, im programmer and 3d student, this will fill well.

    Reply
  24. Samurai says:
    2 years ago

    I've been developing 3D games for 2 years and Modding for longer, I've run into problems with the Geometry of shapes before sure, but this just seems way to complicated. Why not use the hundreds of tools available to do this for you? I've spent hundreds on tools to assist with shading, physics, and scripting. I've never heard of this in my life. What modern game dev has to do this from scratch anymore? This just seems like a huge waste of time.

    Reply

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