官术网_书友最值得收藏!

Chapter 3: Implementing Matrices

In the context of game animation, a matrix represents an affine transformation. It linearly maps points from one space to another. A mesh is represented by vertices, which are just points in space. These vertices are moved by multiplying them by a matrix.

In this chapter, you will learn matrix math and how to implement matrices in code. By the end of this chapter, you will have built a robust matrix library that can be used in any project. Matrices are important; they play a big role in the graphics pipeline. It's hard to render anything without using matrices.

You will only need to implement a square, 4 x 4 matrix. By the end of this chapter, you should be able to do the following:

  • Understand what a matrix is
  • Understand column-major matrix storage
  • Multiply matrices together
  • Invert a matrix
  • Transform points and vectors by using a matrix
  • Understand how to create matrices to view a three-dimensional world

    Important information

    In this chapter, you will implement a 4 x 4 matrix. The matrix implementation will rely on code to demonstrate concepts, rather than through the format of math definitions. If you're interested in the formal math behind matrices, check out https://gabormakesgames.com/matrices.html.

主站蜘蛛池模板: 汾阳市| 都匀市| 道孚县| 台前县| 平果县| 邢台市| 肥城市| 荆州市| 镇赉县| 尖扎县| 易门县| 汉沽区| 星子县| 桑日县| 大理市| 当阳市| 北京市| 竹山县| 互助| 上犹县| 措勤县| 任丘市| 南溪县| 邯郸县| 南城县| 叶城县| 长泰县| 富顺县| 观塘区| 定远县| 确山县| 湘乡市| 辽阳市| 南部县| 洞口县| 瓦房店市| 广昌县| 曲阳县| 彩票| 泌阳县| 桃源县|