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Godot Engine official documentation
https://docs.godotengine.org
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Revise Vector Math Article #532

Closed cbscribe closed 2 years ago

cbscribe commented 6 years ago

Language needs to be cleaned up - it's currently too informal and "jokey". The basic content is solid, but needs to be more concise.

cbscribe commented 6 years ago

Intro completed with #572

Advanced content still needs work.

pwab commented 6 years ago

Saw this feedback on reddit about the math article section:

Forward vector Speaking from my experience, it took me quite a white to figure out why my maths was not working out because I did not know that -z in an objects local coordinate system was forward. (-1) * get_global_transform().basis.z was not too intuitive for me, other engines provide convenience methods for that.

Lerping I know there is a class for tweening/lerping, but if you want to do it manually such as with Vector3.linear_interpolate(), there are not a lot of examples on how to use it correctly. The blog I linked helped a lot in that regard.

--- MrMinimal

The blog article mentioned can be found here: http://codetuto.com/2016/01/godot-engine-movement-and-rotation-basics/

aaronfranke commented 4 years ago

Related: #2753

By the way, is the "3.0 Getting started" milestone still relevant?

NathanLovato commented 4 years ago

Is this issue still relevant?

Meriipu commented 4 years ago

I think so, unless anything changed since https://github.com/godotengine/godot-docs/pull/572 (the content that was moved to advanced without being changed).

NathanLovato commented 4 years ago

Okay, so advanced vector math needs editing, thanks!

cbscribe commented 2 years ago

Closing, as this has been updated since. Feel free to open a new issue if you find something missing.