### 1 = √[1] = √[(-1) * (-1)] = √[-1] * √[-1] = i * i = iČ = -1. Thus, 1 = -1. QED

First Riot Post

Griftrix

Senior Animation Engineer

Quote:
Originally Posted by Doghealer
http://www.numberempire.com/integralcalculator.php

Alas, I have forgotten how to integrate by hand. >.<
That's why integrals are boring. My question was a real game math one, the answer is also searchable. If you do look it up, be sure to understand the pieces of the puzzle, because you can build many things with that math.

NotBuzzJack

Senior Member

This here is why I hate doing math.

Griftrix

Senior Animation Engineer

Quote:
Originally Posted by NotBuzzJack
This here is why I hate doing math.
Computers do the tedious parts. All you have to do is ask it the right questions.

Doghealer

Senior Member

Quote:
Originally Posted by Griftrix
That's why integrals are boring. My question was a real game math one, the answer is also searchable. If you do look it up, be sure to understand the pieces of the puzzle, because you can build many things with that math.
I...half agree.

Integrals are boring.

Derivatives, however, are quite fun, and analyzing them can tell you a lot about how games are designed. Unfortunately, such math doesn't really help with LoL, because everything that scales, scales either linearly (such as base stats and their rate of change against champion level), or scales irregularly (such as end stats, the function of base + bonus from items/masteries/runes). Linear scaling is boring (though admitedly effective in LoL's setup), and irregular scaling, especially this kind of irregular scaling, is extremely difficult to analyze.

For example, as great as Final Fantasy 7 is, there's a pretty huge fallacy in its damage over play-time scaling: Physical damage scales as a roughly-cubic function of character level, while magic damage scales linearly. As a result, by the time most players finally have Ultima, its damage pales in comparison to basic attacks, especially 2xCut and 4xCut. This is partially solved via scaling spellpower values, but it's also the reason why you can overload physical damage over the MAX_INT value, but not magic damage.

Yaknose

Senior Member

Math degrees + insomnia - intellect loss because it's almost 3AM =

From L looking at P, we have vector A=(1/|P-L|) (P-L) where A is for at, and |P-L| is the length of vector P-L
let zHat be a unit vector in the up direction
so right is A x zHat, where the x is vector cross product.

Although if you're being fully general and the camera and location aren't in the same z plane, you need to normalize your right vector.

DominatorV4

Senior Member

Ahem Griftix...

Griftrix

Senior Animation Engineer

Quote:
Originally Posted by Yaknose
Math degrees + insomnia - intellect loss because it's almost 3AM =

From L looking at P, we have vector A=(1/|P-L|) (P-L) where A is for at, and |P-L| is the length of vector P-L
let zHat be a unit vector in the up direction
so right is A x zHat, where the x is vector cross product.

Although if you're being fully general and the camera and location aren't in the same z plane, you need to normalize your right vector.
Very close, your UP isn't orthogonal to A and your right vector. You clearly get the idea though, so I'll chalk it up to poor question wording.

Now...

Find the distance from a point P to a line segment defined by end points L1 and L2. You do this and you are half way to many capsule intersection tests

Griftrix

Senior Animation Engineer

Quote:
Originally Posted by DominatorV4
Ahem yourself. http://www.progmofo.org/

DominatorV4

Senior Member

Quote:
Originally Posted by Griftrix
Well played...

BedderDanu

Senior Member

Quote:
Originally Posted by Griftrix
O_o

Given point P and location L, create the look at, up, and right vectors of a camera's orientation matrix that is located at L and looking at point P. You can use Z as up, or whatever you want, just tell me which you're using.