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MATHS 
ASSIGNMENT 
Made by:- Rajat shukla 
Roll no:-13BTCSNR005
 A quantity possessing both magnitude and 
direction, represented by an arrow the direction of 
which indicates the direction of the quantity and the 
length of which is proportional to the magnitude. 
We can represent vectors in our games to 
determine how to move entities in relation to each 
other.
Magnitude 
 The size, extent, or length of a Vector. 
 Direction 
 The position or orientation of a vector. 
Vectors point into different directions in 
space.
VECTOR ADDITION 
 Two vectors can be added together to form a new 
vector. To perform vector addition, add the x and y 
coordinates. 
 Syntax: 
 ( v1.x + v2.x, v1.y + v2.y ) = ( v3.x, v3.y ) 
 Example:- 
 v1 = (3,4) 
 v2 = (4,6) 
 v3 = (3+4,4+6) = (7,10)
VECTOR SUBTRACTION 
 Two vectors can be subtracted from each other to 
form a new vector. To perform vector subtraction, 
subtract the x and y coordinates. 
 Syntax 
 ( v1.x - v2.x, v1.y - v2.y ) = ( v3.x, v3.y ) 
 Example 
 v1 = (4,2) 
 v2 = (3,1) 
 v3 = (4-3,2-1) = (1,1)
UNIT VECTOR 
 In mathematics, a unit vector can be computed for 
any vector. A unit vector has the same direction as 
its parent but its length is 1 (the unit length). The 
unit vector is very important in video games. 
 Syntax: 
 Unit Vector = ( x / magnitude, y / magnitude ) 
 Example: 
 v1 = (3,4) 
 Magnitude = 5 
 Unit Vector = (3/5, 4/5)
SCALAR VECTOR 
 A vector can be multiplied or scaled by a number 
(scalar) to grow or shrink its magnitude. 
 Syntax 
 Scaled Vector = ( x * num, y * num ) 
 Example 
 number or scalar = 3 
 v1 = (3,4) 
 Scaled Vector = (3*3,4*3) = (9,12)
 From my research I have concluded that vectors 
can be used in many field such as navigation of 
aeroplane, ship and satelite,they are also used in 
gene cloning ,they are widely used in mechanics, 
physics and computer engineering. 
 They are also used in graphics by creating a 
smaller and adding them to get an real object 
 I am going to tell you about how vectors is used in 
today's 2D and 3D gaming technology.
VECTORS IN GAMING 
 In games, vectors are used to store positions, directions, and 
velocities. Here are some 2-Dimensional examples: 
 The position vector indicates that the man is standing two 
meters east of the origin, and one meter north. The velocity 
vector shows that in one minute, the plane moves three 
kilometers up, and two to the left. The direction vector tells us 
that the pistol is pointing to the right.
 Let's consider the example of Mario jumping. He starts 
at position (0,0). As he starts the jump, his velocity is 
(1,3) -- he is moving upwards quickly, but also to the 
right. His acceleration throughout is (0,-1), because 
gravity is pulling him downwards. Here is what his jump 
looks like over the course of seven more frames. The 
black text specifies his velocity for each frame. 
 We can walk through the first couple frames by hand to 
see how this works. 
 For the first frame, we add his velocity (1,3) to his 
position (0,0) to get his new position (1,3). Then, we add 
his acceleration (0,-1) to his velocity (1,3) to get his new 
velocity (1,2).
We do it again for the second frame. We add his velocity (1,2) to his 
position (1,3) to get (2,5). Then, we add his acceleration (0,-1) to his 
velocity (1,2) to get (1,1).
VECTOR SUBTRACTION 
 Subtraction works in the same way as addition -- 
subtracting one component at a time. Vector 
subtraction is useful for getting a vector that points 
from one position to another. For example, let's say 
the player is standing at (1,2) with a laser rifle, and 
an enemy robot is at (4,3). To get the vector that the 
laser must travel to hit the robot, you can subtract 
the player's position from the robot's position. This 
gives us: 
 (4,3)-(1,2) = (4-1, 3-2) = (3,1).
If the player P is at (3,3) and there is an 
explosion E at (1,2), we need to find the 
distance between them to see how much 
damage the player takes. This is easy to 
find by combining two tools we have already 
gone over: subtraction and length. We 
subtract P-E to get the vector between 
them, and then find the length of this vector 
to get the distance between them. The order 
doesn't matter here, |E-P| will give us the 
same result. 
 Distance = |P-E| = |(3,3)-(1,2)| = |(2,1)| =
 Vector graphics are based on vectors (also called paths or 
strokes), which lead through locations called control points or 
nodes. Each of these points has a definite position on the x 
and y axes of the work plane and determines the direction of 
the path; further, each path may be assigned a stroke color, 
shape, thickness, and fill. These properties don't increase the 
size of vector graphics files in a substantial manner, as all 
information resides in the document's structure, which 
describes solely how the vector should be drawn.
3D GRAPHICS 
 The basic idea of 3D graphics is to turn a mathematical 
description of a world into a picture of what that world would 
look like to someone inside the world. 
 Here is a much more complicated example, using thousands 
of triangles. The first picture shows the triangles used, the 
second picture is what it looks like with colours put in.
 Refrence sites and books 
 GE Hay, Vector and Tensor Analysis 
 B Hoffmann, About Vectors 
 http://www.gamasutra.com 
 http://www.gamedev.net 
 http://www-cs-students. 
stanford.edu/~amitp/gameprog.html 
 http://www.cc.gatech.edu/gvu/multimedia/nsfmmedi 
a/cware/graphics/toc.html 
www.GDCONF.com

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vector application

  • 1.
  • 2. MATHS ASSIGNMENT Made by:- Rajat shukla Roll no:-13BTCSNR005
  • 3.  A quantity possessing both magnitude and direction, represented by an arrow the direction of which indicates the direction of the quantity and the length of which is proportional to the magnitude. We can represent vectors in our games to determine how to move entities in relation to each other.
  • 4. Magnitude  The size, extent, or length of a Vector.  Direction  The position or orientation of a vector. Vectors point into different directions in space.
  • 5. VECTOR ADDITION  Two vectors can be added together to form a new vector. To perform vector addition, add the x and y coordinates.  Syntax:  ( v1.x + v2.x, v1.y + v2.y ) = ( v3.x, v3.y )  Example:-  v1 = (3,4)  v2 = (4,6)  v3 = (3+4,4+6) = (7,10)
  • 6. VECTOR SUBTRACTION  Two vectors can be subtracted from each other to form a new vector. To perform vector subtraction, subtract the x and y coordinates.  Syntax  ( v1.x - v2.x, v1.y - v2.y ) = ( v3.x, v3.y )  Example  v1 = (4,2)  v2 = (3,1)  v3 = (4-3,2-1) = (1,1)
  • 7. UNIT VECTOR  In mathematics, a unit vector can be computed for any vector. A unit vector has the same direction as its parent but its length is 1 (the unit length). The unit vector is very important in video games.  Syntax:  Unit Vector = ( x / magnitude, y / magnitude )  Example:  v1 = (3,4)  Magnitude = 5  Unit Vector = (3/5, 4/5)
  • 8. SCALAR VECTOR  A vector can be multiplied or scaled by a number (scalar) to grow or shrink its magnitude.  Syntax  Scaled Vector = ( x * num, y * num )  Example  number or scalar = 3  v1 = (3,4)  Scaled Vector = (3*3,4*3) = (9,12)
  • 9.  From my research I have concluded that vectors can be used in many field such as navigation of aeroplane, ship and satelite,they are also used in gene cloning ,they are widely used in mechanics, physics and computer engineering.  They are also used in graphics by creating a smaller and adding them to get an real object  I am going to tell you about how vectors is used in today's 2D and 3D gaming technology.
  • 10. VECTORS IN GAMING  In games, vectors are used to store positions, directions, and velocities. Here are some 2-Dimensional examples:  The position vector indicates that the man is standing two meters east of the origin, and one meter north. The velocity vector shows that in one minute, the plane moves three kilometers up, and two to the left. The direction vector tells us that the pistol is pointing to the right.
  • 11.  Let's consider the example of Mario jumping. He starts at position (0,0). As he starts the jump, his velocity is (1,3) -- he is moving upwards quickly, but also to the right. His acceleration throughout is (0,-1), because gravity is pulling him downwards. Here is what his jump looks like over the course of seven more frames. The black text specifies his velocity for each frame.  We can walk through the first couple frames by hand to see how this works.  For the first frame, we add his velocity (1,3) to his position (0,0) to get his new position (1,3). Then, we add his acceleration (0,-1) to his velocity (1,3) to get his new velocity (1,2).
  • 12. We do it again for the second frame. We add his velocity (1,2) to his position (1,3) to get (2,5). Then, we add his acceleration (0,-1) to his velocity (1,2) to get (1,1).
  • 13. VECTOR SUBTRACTION  Subtraction works in the same way as addition -- subtracting one component at a time. Vector subtraction is useful for getting a vector that points from one position to another. For example, let's say the player is standing at (1,2) with a laser rifle, and an enemy robot is at (4,3). To get the vector that the laser must travel to hit the robot, you can subtract the player's position from the robot's position. This gives us:  (4,3)-(1,2) = (4-1, 3-2) = (3,1).
  • 14.
  • 15. If the player P is at (3,3) and there is an explosion E at (1,2), we need to find the distance between them to see how much damage the player takes. This is easy to find by combining two tools we have already gone over: subtraction and length. We subtract P-E to get the vector between them, and then find the length of this vector to get the distance between them. The order doesn't matter here, |E-P| will give us the same result.  Distance = |P-E| = |(3,3)-(1,2)| = |(2,1)| =
  • 16.
  • 17.  Vector graphics are based on vectors (also called paths or strokes), which lead through locations called control points or nodes. Each of these points has a definite position on the x and y axes of the work plane and determines the direction of the path; further, each path may be assigned a stroke color, shape, thickness, and fill. These properties don't increase the size of vector graphics files in a substantial manner, as all information resides in the document's structure, which describes solely how the vector should be drawn.
  • 18.
  • 19. 3D GRAPHICS  The basic idea of 3D graphics is to turn a mathematical description of a world into a picture of what that world would look like to someone inside the world.  Here is a much more complicated example, using thousands of triangles. The first picture shows the triangles used, the second picture is what it looks like with colours put in.
  • 20.  Refrence sites and books  GE Hay, Vector and Tensor Analysis  B Hoffmann, About Vectors  http://www.gamasutra.com  http://www.gamedev.net  http://www-cs-students. stanford.edu/~amitp/gameprog.html  http://www.cc.gatech.edu/gvu/multimedia/nsfmmedi a/cware/graphics/toc.html www.GDCONF.com