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  1. POMaths in Programing Video Games
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    <p>I've just finished second year at Uni doing a games course, this is always been bugging me how math and game programming are related. Up until now I've been using <code>Vectors</code>, <code>Matrices</code>, and <code>Quaternions</code> in games, I can under stand how these fit into games.</p> <p>This is a <code>General Question</code> about the relationship between Maths and Programming for Real Time Graphics, I'm curious on how dynamic the maths is. Is it a case where all the formulas and derivatives are predefined(semi defined)?</p> <p>Is it even feasible to calculate derivatives/integrals in realtime?</p> <p>These are some of things I don't see how they fit inside programming/maths As an example.</p> <ol> <li><p><code>MacLaurin/Talor Series</code> I can see this is useful, but is it the case that you must pass your function and its derivatives, or can you pass it a single function and have it work out the derivatives for you?</p> <pre><code>MacLaurin(sin(X)); or MacLaurin(sin(x), cos(x), -sin(x)); </code></pre></li> <li><p><code>Derivatives /Integrals</code> This is related to the first point. Calculating the <code>y'</code> of a function done dynamically at run time or is this something that is statically done perhaps with variables inside a set function.</p> <pre><code>f = derive(x); or f = derivedX; </code></pre></li> <li><p><code>Bilnear Patches</code> We learned this as a way to possible generate landscapes in small chunks that could be 'sewen' together, is this something that happens in games? I've never heard of this (granted my knowlages is very limited) being used with procedural methods or otherwise. What I've done so far involves arrays for vertex information being processesed.</p></li> </ol> <p>Sorry if this is off topic, but the community here seems spot on, on this kinda thing.</p> <p>Thanks.</p>
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