Nekrophidius wrote:The Awakened: suggestion...don't use a lot of dumbass buzzwords, that only confuses people. Such things are best taught at the layman level, and if you have to use the dumbass buzzwords, at least explain what they mean.

Buzzwords such as...?

This isn't a full 3D engine tutorial. This only explains the math and the occasional code sample, with a little "this can be used for..." The reader needs algebra skills to see how the formulas are derived and that's it. I'm trying to make it as simple as possible for people to pick this stuff up.

I agree with you Nek, I'm not going to throw ANY term at anyone without explaining it in this tutorial.

I find that's the problem with most 3D tutorials, whoever's writing them makes some oversights in how they're explaining the material, and before you know it, the reader's got 20 things that don't make sense to them. Even if there's a few things that are slightly confusing, it can really throw the reader off.

This tutorial is not being written in a half-assed way. Everything I type gets a second look, to make sure it can't be written in a better way. Even so, as the tutorial comes along, I find that I'm going to have to re-evaluate a LOT of the stuff I've written. Hopefully, it'll go through at least 2 revisons.

Anyway, for now, here's a list of the sections that will be in the tutorial:

1. The Cartesian Coordinate System

2. Perspective Projection

3. Linear Equations

4. Pythagorean Theorem

5. Pi, Degrees, and Radians

6. Sine, Cosine, and Tangent

7. The Unit Circle and the Polar Coordinate System

8. Deriving a Rotation Formula

9. Blurb on Polygons

10. Introduction to Vectors

11. Operations on Vectors

12. Cylindrical and Spherical Coordinate Systems

13. Matrices

I just finished Operations on Vectors last night, and I'm working on the Cylindrical and Spherical Coordinate Systems section. Sections 1, 2, 3, 6, 7, and 10 need quite a bit of revision, and I might even put an Intro to Functions section before Linear Equations. We'll see.