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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
Languages
Tools
Concepts
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (19) Chapters Close

Preface 1. Vectors FREE CHAPTER 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints A. Advanced Topics Index

Multiplication


Like a vector, there are many ways to multiply a matrix. In this chapter we will cover multiplying matrices by a scalar or by another matrix. Scalar multiplication is component wise. Given a matrix M and a scalar s, scalar multiplication is defined as follows:

We can also multiply a matrix by another matrix. Two matrices, A and B, can be multiplied together only if the number of columns in A matches the number of rows in B. That is, two matrices can only be multiplied together if their inner dimensions match.

When multiplying two matrices together, the dimension of the resulting matrix will match the outer dimensions of the matrices being multiplied. If A is an matrix and B is an matrix, the product of AB will be an matrix. We can find each element of the matrix AB with the following formula:

This operation concatenates the transformations represented by the two matrices into one matrix. Matrix multiplication is not cumulative. . However, matrix multiplication is associative...

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