You know I always add some #math spice into my #gamedev courses, and that usually means touching some cool linear algebra.
But something most students still struggle with is the *intuition* behind the #Determinant of a matrix.
Let's quickly look at it together...🙂
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Since we are really interested in building some *intuition*, let's look at the determinant of a 2x2 matrix first.
When we were in high school, we learned that the determinant of a 2x2 matrix is given by:
| a b |
| c d | = a*d - b-c
But, where does that come from?
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Seki Kōwa was a Japanese mathematician from the Edo period, and he was sometimes described as "Japan's Newton."
He had Samurai origins but was adopted into the noble Seki family, subject of the shōgun.
As a kid, it was visible that he had great potential with numbers.
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Seki Kōwa was involved in feudal accounting and also surveying reliable maps for his employer's land.
In 1684, his job required him to start looking at Linear systems.
A linear system is a set of *linear* equations that need to be true together (as a system).
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Oh, and just to make sure we are all on the same page, linear equations are equations that represent functions with solutions that form a line in the Euclidean plane (...duh).
We put these equations in a system when they all need to hold true at the same time.
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In the example above... a, b, c, d, e, and f are known numbers (usually ∈ ℝ).
What we are really interested in is finding the values of (x) and (y) that satisfy that system, making the equality true, together.
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This was how Seki Kōwa approached this problem:
We'll try finding the value of x first.
From algebra, we know that we can multiply both sides of the equation by something and the equality is still true.
Therefore, we're going to multiply the entire first equation by d.
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And now, we are going to also multiply the entire second equation by b.
And look... I know this is weird but keep in mind that the main reason we are doing this is because we are trying to cancel "y" terms out from the final solution so we can find "x".
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And here's the magic. We will *subtract* both equations, which will hopefully cancel the "y" terms out.
We get as a result: adx-cbx = de-bf
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Now that we canceled the y term out and we have only x left, let's go ahead and find our x.
Using simple algebra, if we factor x out on the left side, and then divide everything by (ad-cb), we get our x.
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Cool... do you see how x is written as a fraction?
Here comes the most important part of this post.
Do you agree that we might have an issue if the denominator (bottom part) of this fraction is *zero*?
Therefore, (ad*cb) "DETERMINES" something about our system!!!
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Let me repeat that again!!!
That denominator of this fraction is the "DETERMINANT" that *determines* if we might have a problem when solving our system.
1. If the denominator is different than zero, we have no problem (and the system has a unique solution).
2. If the denominator is zero, we'll have a problem finding a solution for that system.
It all depends on the *determinant* of that system.
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Independently, in 1693 (~10 years after Seki Kōwa's discovery), Gottfried Leibniz proposed something similar in a letter that he wrote to the French mathematician l'Hopital.
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Seki Kōwa and Leibniz discovered it, but it was Carl Gauss who first used the name "determinant" in 1801.
Oh, the intuition behind the determinant of 2x2 systems is the same for other dimensions. Of course... the bigger the matrix, the trickier the determinant gets.
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And just to conclude, you'll see also a geometrical interpretation for the determinant.
We can realize that the determinant of a 2x2 matrix is the area of the parallelogram defined by the vectors of our matrix.
Once again, if that area is zero... no bueno!
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Actually, let me rephrase that... not just the area of a parallelogram (as in our 2x2 case), but also the *volume* of the parallelepiped defined by the vectors of our matrix in higher dimensions.
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And that's as far as we'll go on a Twitter thread.
I hope you enjoyed the quick review. Some call this "trivial", but you'd be surprised to see how many people don't grok this.
If you're programming a game where a boat moves through water, you might be tempted (as I would) to change the V-shape angle of the waves behind the boat based on how fast the boat was moving!
What if I told you that that V-shaped angle is always 19.47°, regardless of how fast the boat is travelling? 😱
This pattern even holds true for a duck traversing a pond. 🦆
The envelope of these waves stands at a fixed angle, and the wake has a characteristic feathered pattern.
This wake pattern was first explained mathematically by Lord Kelvin (William Thompson) and are known today as the Kelvin wake pattern.
Lord Kelvin described this pattern based on his observations and a rough interpretation of the physics involved. But nowadays we are studying other elements that come into play and can cause small differences based on the object's speed.
Physicists have used satellite images and mathematical modelling to study narrower wakes associated with fast-moving boats. You can read about this discussion here:
Also, here's a quick derivation of how we find the 19.47 degree angle:
The Italians (around 1100~1200 A.D.) started to trade with the north of Africa. And back then, the north of Africa which was strongly touched by the Islamic empire.
The vast Islamic empire came from the Middle East and expanded to Asia, India, and also Europe.
One famous Italian tradesman was Leonardo Bonacci (Fibonacci).
Fibonacci used to trade between Pisa and what we know today as Algeria.
As he traded with the Islamic people, he acquired a large understanding of their math.
Lately, I've been studying the early days of 3D polygons on home consoles for a new course.
We often think 3D on the #PS1 or #Saturn, but there was a bracket of time where special chips were added to both #SNES & #Genesis to help them render fast polygons.
Here's a review...🧵
It's probably not news to anyone here that retro consoles added special power to games by adding special chips *inside* the game cartridges!
Therefore, newer and fancier games were more expensive because manufacturing the cartridge with extra chips cost more for the developers.
If you took our course on #NES programming, you know that this was also true for 3rd gen. consoles.
For example, the NES console is always the same (CPU speed, RAM size, etc.), but NES games got better with time by adding these special chips *per* cartridge!
Since we discussed isometric games in a previous post, let's briefly mention one of the big #devs of this style: Chis Sawyer.
Most retro gamers think Chris' first isometric game was Transport Tycoon, but his journey started 10 years before.
So, let's dive in!
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In 1984, Chris programmed QOGO.
QOGO was a clone of the popular arcade game #QBert that ran on the Memotech computer.
QBert is one of the most popular arcade games to carry the isometric look. If you are a retro gamer, you probably played (or at least heard of) QBert.
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Now, we mortals usually coded for these machines using some sort of BASIC. But we have to remember that BASIC is an interpreted language, meaning every high-level BASIC command needs to be translated to low-level machine code.
This is one of my favorite folklore stories about computer #bugs!
...
In the 1980s, Jake Poznanski had a programming mentor, Sergei, who was writing software for an SM-1800, a Soviet clone of the PDP-11.
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The computer was just installed at a railroad station near Sverdlovsk, a major USSR shipping center at the time. The new system was designed to route trains and cargo to their intended destinations, but there was a nasty bug that was causing random failures and crashes.
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The crashes would always occur once everyone had gone home for the night, but despite extensive investigation, the computer always performed flawlessly during manual and automatic testing procedures the next day.