<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet href="/rss-styles.xsl" type="text/xsl"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>The Bloggitty</title><description>Software development, programming tutorials, and tech musings.</description><link>https://odatnurd.nurdlabs.net/</link><language>en-us</language><atom:link href="https://odatnurd.nurdlabs.net/rss.xml" rel="self" type="application/rss+xml"/><item><title>The Law of Cosines</title><link>https://odatnurd.nurdlabs.net/blog/gamedev/math/law-of-cosines/</link><guid isPermaLink="true">https://odatnurd.nurdlabs.net/blog/gamedev/math/law-of-cosines/</guid><description>With the basics of trigonometry] out of the way, lets delve into something that&apos;s a little bit more advanced and totally points out that what I spouted about trig was disingenuous at best and a lie at worst; The Law of Cosines!</description><pubDate>Thu, 10 Mar 2016 19:25:19 GMT</pubDate><category>math</category><category>geometry</category><category>law-of-cosines</category><category>triangles</category><category>trigonometry</category><author>odatnurd@gmail.com (OdatNurd)</author></item><item><title>Vectors: The Dot Product</title><link>https://odatnurd.nurdlabs.net/blog/gamedev/math/vector-math-dot-product/</link><guid isPermaLink="true">https://odatnurd.nurdlabs.net/blog/gamedev/math/vector-math-dot-product/</guid><description>So now we have gone over what a vector is and also how to perform simple vector operations, so it&apos;s time to get complicated: the Dot product!</description><pubDate>Thu, 10 Mar 2016 00:10:26 GMT</pubDate><category>math</category><category>dot-product</category><category>law-of-cosines</category><category>trigonometry</category><category>vector-math</category><category>vectors</category><author>odatnurd@gmail.com (OdatNurd)</author></item><item><title>Vectors: Basic Math</title><link>https://odatnurd.nurdlabs.net/blog/gamedev/math/vector-math-basics/</link><guid isPermaLink="true">https://odatnurd.nurdlabs.net/blog/gamedev/math/vector-math-basics/</guid><description>In the previous post we learned a little bit about Vectors and what they are (quick quiz: Do vectors have a position? No! That&apos;s going to be important again in a minute, so pardon me while I harp on it).</description><pubDate>Mon, 29 Feb 2016 19:28:59 GMT</pubDate><category>math</category><category>vector-math</category><category>vectors</category><author>odatnurd@gmail.com (OdatNurd)</author></item><item><title>Vectors: Definition</title><link>https://odatnurd.nurdlabs.net/blog/gamedev/math/vector-basics/</link><guid isPermaLink="true">https://odatnurd.nurdlabs.net/blog/gamedev/math/vector-basics/</guid><description>Of vital importance in 3D games, but also very important for a variety of purposes in 2D gaming, Vector math is another one of those branches of Geometry that you may or may not remember from math class (or Physics class). If you&apos;re like me, you remember that they look like little arrows and that they&apos;re probably important, but if someone was to ask you to help them with something vector related, you would excuse yourself to go to the bathroom and then slide out the window and run away.</description><pubDate>Thu, 25 Feb 2016 23:53:17 GMT</pubDate><category>math</category><category>pythagoras</category><category>trigonometry</category><category>vectors</category><author>odatnurd@gmail.com (OdatNurd)</author></item><item><title>Basic Trigonometry</title><link>https://odatnurd.nurdlabs.net/blog/gamedev/math/basic-trig/</link><guid isPermaLink="true">https://odatnurd.nurdlabs.net/blog/gamedev/math/basic-trig/</guid><description>From the Greek for &quot;Triangle Measure&quot;, Trigonometry is both a branch of mathematics that deals with the relationships between the angles of a triangle and the lengths of its sides, and one of those subjects that you probably suffered through in your math class, possibly while making complaints to your teacher or friends that you&apos;re never going to need to know this stuff.</description><pubDate>Wed, 25 Nov 2015 06:05:51 GMT</pubDate><category>math</category><category>angles</category><category>geometry</category><category>triangles</category><category>trigonometry</category><author>odatnurd@gmail.com (OdatNurd)</author></item><item><title>Manhattan Distance</title><link>https://odatnurd.nurdlabs.net/blog/gamedev/math/manhattan/</link><guid isPermaLink="true">https://odatnurd.nurdlabs.net/blog/gamedev/math/manhattan/</guid><description>After making the last post] regarding the Pythagorean Theorem and it&apos;s usage as a distance calculation algorithm for use in games, I thought I would take a quick aside from my intended next topic of trigonometry to discuss an alternative method for calculating the distance between two points, which is not as accurate (depending on your needs), but also requires less computational work. For some applications it might actually give you a better result. It&apos;s called the Manhattan Distance Formula.</description><pubDate>Wed, 25 Nov 2015 05:41:50 GMT</pubDate><category>math</category><category>distance</category><category>grid</category><category>manhattan-distance</category><author>odatnurd@gmail.com (OdatNurd)</author></item><item><title>The Pythagorean Theorem</title><link>https://odatnurd.nurdlabs.net/blog/gamedev/math/pythagoras/</link><guid isPermaLink="true">https://odatnurd.nurdlabs.net/blog/gamedev/math/pythagoras/</guid><description>To kick off the blog, I&apos;m starting with a series of articles about various math related skills that you should probably have under your belt if you want to be a game programmer. Always remembering that although I aspire to game dev status, I have not actually dev&apos;d any games that anyone has ever played before, so I may or may not know what I&apos;m talking about. I tend to lean more towards the latter.</description><pubDate>Wed, 25 Nov 2015 05:35:39 GMT</pubDate><category>math</category><category>distance</category><category>geometry</category><category>pythagoras</category><category>triangles</category><author>odatnurd@gmail.com (OdatNurd)</author></item><item><title>The Mathematics of GameDev</title><link>https://odatnurd.nurdlabs.net/blog/gamedev/math/gamedev-math/</link><guid isPermaLink="true">https://odatnurd.nurdlabs.net/blog/gamedev/math/gamedev-math/</guid><description>Way back in the murky depths of time, this blog contained a few posts regarding math that game developers might find handy. To be sure these posts were largely the only content on the actual blog itself, which made them easy to find for anyone that cared to look.</description><pubDate>Wed, 25 Nov 2015 05:22:11 GMT</pubDate><category>math</category><category>distance</category><category>geometry</category><category>trigonometry</category><category>vectors</category><author>odatnurd@gmail.com (OdatNurd)</author></item></channel></rss>