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Vector Dot Products

Last post 01-07-2010, 22:43 by antiprosynthesis. 3 replies.
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  •  10-20-2006, 19:19 2316987

    Vector Dot Products

    OK I'm writing some 3D Math routines for my game engine and I've come across something that's annoying me. I looked up some vector math in a 3D programming book and it gives this forumla to calculate the dot product of two vectors: u . v = ux * vX + uY * vY + uZ * vZ but just down the page it describes it as this: u . v = (Magnitude of u) * (Magnitude of v) * cos Angle between u and v And I can't see how those two are the same. Maths isn't my strong point so any help here would be much appreciated.
  •  10-20-2006, 19:28 2316993 in reply to 2316987

    Re: Vector Dot Products

    They are indeed the same. Silly [:p] Read the section on the proof of the geometric interpretation in the wikipedia article about the dot product for an explanation. You can read the entire article for a generally better understanding of it, too.
  •  10-20-2006, 19:35 2317000 in reply to 2316987

    Re: Vector Dot Products

    Ooo thank you. I shall read that article. Now I've gotta fix these compile errors. Hmm shame they don't do exams on 3D Maths like this in GCSEs... I might be able to get a few extra marks if they did :P
  •  01-07-2010, 22:43 3425382 in reply to 2317000

    Re: Vector Dot Products

    Basically there are two representations of vectors (can also be applied to complex numbers), rectangular and polar. rectangular is simply a set of coordinates, where polar represents the vector based on its length (magnitude) and direction (angle).
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