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Posted: Sun Jan 08, 2006 2:39 pm
Z!re wrote:
MystikShadows wrote:What kidn of math would you like?
As an example.. an explanation of the "3D math"..
Things like that..
Okay, I've been working on one right now, for Express 18. It includes basic trigonometry, and then goes through everything that Rel's tutorials talk about... except in a more mathematical and explanatory way. (Is explanatory a word?) Currently I'm at the Cross Product (vectors section) and it's been taking a lot out of me, heh. Right now, without pictures, it's about 30k. I still have to do alternate polar coordinate systems and matrix math. I'm hoping to also do quaternions. I'm guessing that there will be around 40 pictures.

BTW, out of curiosity, do you have experience with 3D, Z!re?

Posted: Sun Jan 08, 2006 4:42 pm
The Awakened wrote:BTW, out of curiosity, do you have experience with 3D, Z!re?
Only "HAW"* 3D

* Half Assed Way, of copying the 3D math formulaes and blatantly using them without understanding them

Posted: Mon Jan 09, 2006 6:41 am
Man, that tutorial was my BIBLE for a few years...

Posted: Mon Jan 09, 2006 10:39 am
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.

Posted: Mon Jan 09, 2006 3:21 pm
Hehe... I remember trying to learn Vic's HAW.

But I just cannot use something if I do not understand it... even using SINE and COSINE without knowing why it works bugs me...

Posted: Mon Jan 09, 2006 4:55 pm
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
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.

### 3-D Tutorial

Posted: Mon Jan 09, 2006 5:03 pm
My son has an interest in learning about vectors, matrices, projections, and such for BASIC game programming. This looks like the tutorial for him!

Posted: Mon Jan 09, 2006 6:37 pm
The Awakened wrote:
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
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.

Wow, now there's something I can't wait to read......Wish it could go in this coming QBE...but I guess I'll just wait if it doesn't unless you're wiling to email it to me hehee..

Posted: Mon Jan 09, 2006 6:54 pm
Mystik: For one, I don't want to bog Pete down with any more submissions. After all, right now it's a 32.5k document... it takes a while to for one to format that. Not to mention the pictures. I'm guessing that there will be more like 30 individual pictures.

And I'll probably take right up until the deadline date of this month to submit this tut.

Posted: Tue Jan 10, 2006 9:39 am
Concentrate on the first few parts and release it across two or three issues, then. Multiissue tutorials are nothing new, and the format does work.

Posted: Tue Jan 10, 2006 3:20 pm
Make it in Microsoft word or Open Office.