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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 (27) Chapters Close

Game Physics Cookbook
Credits
About the Author
Acknowledgements
About the Reviewer
Acknowledgements
www.PacktPub.com
Customer Feedback
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 Advanced Topics Index

Operations on a 4x4 matrix


We know how to find the minor, cofactor, and determinant of 2 X 2 and 3 X 3 matrices. In this section, we're going to implement those functions for a 4 X 4 matrix. We begin with the matrix of minors. The process for finding the minor of element i, j in a 4 X 4 matrix is the same as it was for a 3 X 3 matrix. We eliminate row i and column j of the matrix, the determinant of the resulting 3 X 3 matrix is the minor for element i, j.

Next, we find the cofactor. To find the cofactor we just follow the same formula we did for the 3 X 3 matrix:

To get the cofactor of element i, j, we take the minor of that element and multiply it by . Finally, we have to find the determinant of the matrix. Again, we do this by following the same formula we used for the 3 X 3 matrix:

To find the determinant, we loop through any row of the matrix and sum up the result of multiplying each of the elements in the row by their respective cofactor. You only need to loop through one row, and which...

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