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	<title>Comments on: Math for Game Programmers 04 &#8211; Operations on vectors</title>
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	<link>http://higherorderfun.com/blog/2010/02/23/math-for-game-programmers-04-operations-on-vectors/</link>
	<description>Game Design &#38; Game Programming</description>
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		<title>By: Math for Game Programming : Vector &#8211; Lim Soi</title>
		<link>http://higherorderfun.com/blog/2010/02/23/math-for-game-programmers-04-operations-on-vectors/comment-page-1/#comment-50976</link>
		<dc:creator><![CDATA[Math for Game Programming : Vector &#8211; Lim Soi]]></dc:creator>
		<pubDate>Tue, 11 Sep 2018 17:16:31 +0000</pubDate>
		<guid isPermaLink="false">http://higherorderfun.wordpress.com/?p=36#comment-50976</guid>
		<description><![CDATA[[&#8230;] Math for Game Programmers 04 â€“ Operations on vectors [&#8230;]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] Math for Game Programmers 04 â€“ Operations on vectors [&#8230;]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MatemÃ¡tica para programadores de Jogos: Vetores e Ã‚ngulos &#124;</title>
		<link>http://higherorderfun.com/blog/2010/02/23/math-for-game-programmers-04-operations-on-vectors/comment-page-1/#comment-23002</link>
		<dc:creator><![CDATA[MatemÃ¡tica para programadores de Jogos: Vetores e Ã‚ngulos &#124;]]></dc:creator>
		<pubDate>Sun, 03 Jul 2016 20:27:21 +0000</pubDate>
		<guid isPermaLink="false">http://higherorderfun.wordpress.com/?p=36#comment-23002</guid>
		<description><![CDATA[[&#8230;] OperaÃ§Ãµes com Vetores [&#8230;]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] OperaÃ§Ãµes com Vetores [&#8230;]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Terrance</title>
		<link>http://higherorderfun.com/blog/2010/02/23/math-for-game-programmers-04-operations-on-vectors/comment-page-1/#comment-3567</link>
		<dc:creator><![CDATA[Terrance]]></dc:creator>
		<pubDate>Thu, 12 Sep 2013 00:53:17 +0000</pubDate>
		<guid isPermaLink="false">http://higherorderfun.wordpress.com/?p=36#comment-3567</guid>
		<description><![CDATA[&lt;blockquote cite=&quot;comment-3566&quot;&gt;

&lt;strong&gt;&lt;a href=&quot;#comment-3566&quot; rel=&quot;nofollow&quot;&gt;Terrance&lt;/a&gt;&lt;/strong&gt;: Question. (Sorry if itâ€™s a dumb oneâ€¦..)
For the section that reads
&lt;i&gt;One consequence of the cosine relationship is that the dot product can be used to determine the relative facing of two vectors. Let &lt;strong&gt;d&lt;/strong&gt; be the dot product between two NORMALIZED vectors. Then:&lt;/i&gt;&lt;i&gt;
&lt;/i&gt;
&lt;i&gt;v = 1: the two vectors face the exact same direction
0 &lt; v &lt; 1: the two vectors face roughly the same direction
v = 0: the two vectors are perpendicular
-1 &lt; v &lt; 0: the two vectors face roughly opposite directions
v = -1: the two vectors face exactly opposite directions
&lt;/i&gt;Did you mean to use d instead of v as if to say
â€œif (the dot product)d = 1 :then the two vectors face the exact same directionâ€¦..etc


Thanks
&lt;/blockquote&gt;]]></description>
		<content:encoded><![CDATA[<blockquote cite="comment-3566">
<p><strong><a href="#comment-3566" rel="nofollow">Terrance</a></strong>: Question. (Sorry if itâ€™s a dumb oneâ€¦..)<br />
For the section that reads<br />
<i>One consequence of the cosine relationship is that the dot product can be used to determine the relative facing of two vectors. Let <strong>d</strong> be the dot product between two NORMALIZED vectors. Then:</i><i><br />
</i><br />
<i>v = 1: the two vectors face the exact same direction<br />
0 &lt; v &lt; 1: the two vectors face roughly the same direction<br />
v = 0: the two vectors are perpendicular<br />
-1 &lt; v &lt; 0: the two vectors face roughly opposite directions<br />
v = -1: the two vectors face exactly opposite directions<br />
</i>Did you mean to use d instead of v as if to say<br />
â€œif (the dot product)d = 1 :then the two vectors face the exact same directionâ€¦..etc</p>
<p>Thanks
</p></blockquote>
]]></content:encoded>
	</item>
	<item>
		<title>By: Terrance</title>
		<link>http://higherorderfun.com/blog/2010/02/23/math-for-game-programmers-04-operations-on-vectors/comment-page-1/#comment-3566</link>
		<dc:creator><![CDATA[Terrance]]></dc:creator>
		<pubDate>Thu, 12 Sep 2013 00:51:48 +0000</pubDate>
		<guid isPermaLink="false">http://higherorderfun.wordpress.com/?p=36#comment-3566</guid>
		<description><![CDATA[Question. (Sorry if it&#039;s a dumb one.....)
For the section that reads 
&lt;i&gt;One consequence of the cosine relationship is that the dot product can be used to determine the relative facing of two vectors. Let &lt;strong&gt;d&lt;/strong&gt; be the dot product between two NORMALIZED vectors. Then:

v = 1: the two vectors face the exact same direction
0 &lt; v &lt; 1: the two vectors face roughly the same direction
v = 0: the two vectors are perpendicular
-1 &lt; v &lt; 0: the two vectors face roughly opposite directions
v = -1: the two vectors face exactly opposite directions
&lt;/i&gt;

Did you mean to use d instead of v as if to say 
&quot;if (the dot product)d = 1 :then the two vectors face the exact same direction.....etc]]></description>
		<content:encoded><![CDATA[<p>Question. (Sorry if it&#8217;s a dumb one&#8230;..)<br />
For the section that reads<br />
<i>One consequence of the cosine relationship is that the dot product can be used to determine the relative facing of two vectors. Let <strong>d</strong> be the dot product between two NORMALIZED vectors. Then:</p>
<p>v = 1: the two vectors face the exact same direction<br />
0 &lt; v &lt; 1: the two vectors face roughly the same direction<br />
v = 0: the two vectors are perpendicular<br />
-1 &lt; v &lt; 0: the two vectors face roughly opposite directions<br />
v = -1: the two vectors face exactly opposite directions<br />
</i></p>
<p>Did you mean to use d instead of v as if to say<br />
&#8220;if (the dot product)d = 1 :then the two vectors face the exact same direction&#8230;..etc</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: cabin Beds</title>
		<link>http://higherorderfun.com/blog/2010/02/23/math-for-game-programmers-04-operations-on-vectors/comment-page-1/#comment-3156</link>
		<dc:creator><![CDATA[cabin Beds]]></dc:creator>
		<pubDate>Mon, 22 Jul 2013 13:48:11 +0000</pubDate>
		<guid isPermaLink="false">http://higherorderfun.wordpress.com/?p=36#comment-3156</guid>
		<description><![CDATA[If you seek out toddler beds regarding adults under&quot; All departments&quot;, you 
may acquire double divan beds that will match your personality in the 
budget you have, 8 of the three-inch wood screw&#039;s diameter. Kids can add finishing touches by helping in the bedroom decorating and coloring the Toddler Beds. Were living in very hard economic times, and there are practically no chances of the bed.]]></description>
		<content:encoded><![CDATA[<p>If you seek out toddler beds regarding adults under&#8221; All departments&#8221;, you<br />
may acquire double divan beds that will match your personality in the<br />
budget you have, 8 of the three-inch wood screw&#8217;s diameter. Kids can add finishing touches by helping in the bedroom decorating and coloring the Toddler Beds. Were living in very hard economic times, and there are practically no chances of the bed.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ivan Savov</title>
		<link>http://higherorderfun.com/blog/2010/02/23/math-for-game-programmers-04-operations-on-vectors/comment-page-1/#comment-569</link>
		<dc:creator><![CDATA[Ivan Savov]]></dc:creator>
		<pubDate>Sun, 02 Sep 2012 23:01:58 +0000</pubDate>
		<guid isPermaLink="false">http://higherorderfun.wordpress.com/?p=36#comment-569</guid>
		<description><![CDATA[Check out the plugin &quot;Mathjax Latex&quot; for wordpress, it will allow you to typset math nicely with latex  using some js post-processing. Get it &quot;post&quot; processing ;)

Eg. $$v_x = \&#124;\vec{v}\&#124;\sin\theta$$ or the other style \(\cos\theta\) for inline math,
and \[ \sin^2\theta + \cos^2\theta = 1\] for display style.]]></description>
		<content:encoded><![CDATA[<p>Check out the plugin &#8220;Mathjax Latex&#8221; for wordpress, it will allow you to typset math nicely with latex  using some js post-processing. Get it &#8220;post&#8221; processing 😉</p>
<p>Eg. $$v_x = \|\vec{v}\|\sin\theta$$ or the other style \(\cos\theta\) for inline math,<br />
and \[ \sin^2\theta + \cos^2\theta = 1\] for display style.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Math for Game Programmers 05 &#8211; Vector Cheat Sheet &#124; Higher-Order Fun</title>
		<link>http://higherorderfun.com/blog/2010/02/23/math-for-game-programmers-04-operations-on-vectors/comment-page-1/#comment-567</link>
		<dc:creator><![CDATA[Math for Game Programmers 05 &#8211; Vector Cheat Sheet &#124; Higher-Order Fun]]></dc:creator>
		<pubDate>Sun, 02 Sep 2012 23:00:59 +0000</pubDate>
		<guid isPermaLink="false">http://higherorderfun.wordpress.com/?p=36#comment-567</guid>
		<description><![CDATA[[...] This is the long due fifth article in this series. If you aren&#8217;t comfortable with vectors, you might want to take a look at the first four articles in this series before: Introduction, Vectors 101, Geometrical Representation of Vectors, Operations on Vectors. [...]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] This is the long due fifth article in this series. If you aren&#8217;t comfortable with vectors, you might want to take a look at the first four articles in this series before: Introduction, Vectors 101, Geometrical Representation of Vectors, Operations on Vectors. [&#8230;]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dylan</title>
		<link>http://higherorderfun.com/blog/2010/02/23/math-for-game-programmers-04-operations-on-vectors/comment-page-1/#comment-564</link>
		<dc:creator><![CDATA[Dylan]]></dc:creator>
		<pubDate>Sun, 02 Sep 2012 17:47:49 +0000</pubDate>
		<guid isPermaLink="false">http://higherorderfun.wordpress.com/?p=36#comment-564</guid>
		<description><![CDATA[Interesting article, though I&#039;m not a game developer myself, I do love the mathematics behind most programming subject ^^]]></description>
		<content:encoded><![CDATA[<p>Interesting article, though I&#8217;m not a game developer myself, I do love the mathematics behind most programming subject ^^</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: pyro</title>
		<link>http://higherorderfun.com/blog/2010/02/23/math-for-game-programmers-04-operations-on-vectors/comment-page-1/#comment-562</link>
		<dc:creator><![CDATA[pyro]]></dc:creator>
		<pubDate>Sun, 02 Sep 2012 15:10:58 +0000</pubDate>
		<guid isPermaLink="false">http://higherorderfun.wordpress.com/?p=36#comment-562</guid>
		<description><![CDATA[Here is a performant implementation of these operations in JavaScript: https://raw.github.com/toji/gl-matrix/master/gl-matrix.js]]></description>
		<content:encoded><![CDATA[<p>Here is a performant implementation of these operations in JavaScript: <a href="https://raw.github.com/toji/gl-matrix/master/gl-matrix.js" rel="nofollow">https://raw.github.com/toji/gl-matrix/master/gl-matrix.js</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matt</title>
		<link>http://higherorderfun.com/blog/2010/02/23/math-for-game-programmers-04-operations-on-vectors/comment-page-1/#comment-349</link>
		<dc:creator><![CDATA[Matt]]></dc:creator>
		<pubDate>Tue, 22 May 2012 04:05:17 +0000</pubDate>
		<guid isPermaLink="false">http://higherorderfun.wordpress.com/?p=36#comment-349</guid>
		<description><![CDATA[Make more of these!]]></description>
		<content:encoded><![CDATA[<p>Make more of these!</p>
]]></content:encoded>
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