The dot product is just a shadow
Stopped memorising the formula and started picturing one vector's shadow falling on the other. Suddenly the cosine is obvious.
Me, slowly working out why the vectors do what they do — written down so I stop forgetting.
Mostly vectors, rotations and whatever I broke this week.
Stopped memorising the formula and started picturing one vector's shadow falling on the other. Suddenly the cosine is obvious.
Three days in and I can use them fine, but I still can't picture the fourth component. Writing down what I have so far.
Every easing function I'd been writing was really just bending t before handing it to the same straight line.
It points where neither input does. Once that clicked, the right-hand rule stopped feeling like arbitrary trivia.
Unity hands you a tidy property, but it's reading straight out of the rotation matrix. Here's which numbers it grabs.
Half my movement bugs were one missing .normalized. A note about what length actually costs you.
One is the other shifted by a quarter turn. Useful the moment you want two things bobbing out of phase.
Two rotations, two ways round the sphere. Unity picks one for you and I wanted to know which.