• potatoguy@lemmy.eco.br
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    5 months ago

    Yeah, but it would be ctrl c ctrl v on the equations vs getting a lot of - signs for nothing hahaha. Imagine writing the shaders for animations, like explosions, torque, etc, working for cinema 4d, might be a pain in the ass.

    • dustyData@lemmy.world
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      5 months ago

      Not really. Youtuber Acerola has a great series on shader programming and dealing with negative numbers is a non-factor. The advantage of working with computers is that it abstracts that complexity away. You program with high level concepts, a dev rarely deals with direct calculations, unless they are actually writing the fundamental apis for it, like DX or Vulkan. Much less copy-paste formulas. It gets complicated fast, but the abstraction keeps it simple for the developer, like, the math is perhaps the easiest part of programming computer graphics.

      • Eldritch@piefed.world
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        5 months ago

        Ace is a decent watch. Shit post quality video energy, that’s information dense. Always gonna second an Acerola suggestion.

      • potatoguy@lemmy.eco.br
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        5 months ago

        Yeah, i was refering to building the fundamental equations, deriving all things in a left handed way and forgetting a - sign.

        Like the tensors for building the movement of rigid bodies in a left handed way, calculating jacobians, etc. The - signs start coming and don’t stop coming.

        I never built something on these abstractions, just made the equations themselves.

        • dustyData@lemmy.world
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          5 months ago

          It’s okay. The equations have been done since a long time ago. Devs don’t have to think about it much. Essentially, computer simulations already have their own body of math that you probably were not taught in physics, because they aren’t relevant for real world physics study.

          • potatoguy@lemmy.eco.br
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            5 months ago

            I did research in numerical calculus and physical simulations hahaha. Sound wave and polarized electromagnetic wave propagation in porous media.

            • dustyData@lemmy.world
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              5 months ago

              Yeah, and you probably used libraries that abstracted the math away so you could focus on your simulations instead of thinking about transforming negative signs for the GPUs. That’s already figured out.