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C++ Game Development By Example

You're reading from  C++ Game Development By Example

Product type Book
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Pages 420 pages
Edition 1st Edition
Languages
Author (1):
Siddharth Shekar Siddharth Shekar
Profile icon Siddharth Shekar
Toc

Table of Contents (18) Chapters close

Preface 1. Section 1: Basic Concepts
2. C++ Concepts 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

Matrices

In computer graphics, matrices are used to calculate object transforms such as translation, that is, movement, scaling in the X, Y, and Z axes, and rotation around the X, Y, and Z axes. We will also be changing the position of objects from one coordinate system to an other, which is known as space transforms. We will see how matrices work and how they help to simplify the mathematics we have to use.

Matrices have rows and columns. A matrix with m number of rows and n number of columns is said to be a matrix of size m × n. Each element of a matrix is represented as indices ij, where i specifies the row number and j represents the column number.

So, a matrix, M, of size 3 × 2 is represented as follows:

Here, matrix M has three rows and two columns and each element is represented as m11, m12, and so on until m32, which is the size of the matrix.

In 3D graphics...

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