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Published on Jun 6, 2016
I intentionally won't cover the math or trigonometry behind dot and cross product's derivations. Here I just wanted to focus on the why's of two most common techniques. It's possible to understand the math behind cross and dot product, but never actually see the essence of why they are used in game development. And so I wanted to explain the two most commonly used principles that are useful for collision detection and game development in general, and the actual formulas will be provided in the following tutorials.