#help-13
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the graph continues to get closer to neg inf
and as you get closer to x = inf
the graph continues to get closer to 0
that is
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@pastel vault if you read the graph left to right wouldn't that mean that x is always going to be getting bigger?
This graph?
yea and the second one too
No, there's a turning point, so after x = 2 the graph gets smaller
Well we should look at the absolute values, the distance from y= 0
This graph has closer to 0, further from 0, then closer to 0
no I mean x
This graph has further from 0, closer to 0, further from 0
Oh right, yes x always gets bigger for any graph
That's how you should read any graph
so only focus on y when graphing this stuff?
Yes
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Consider the vectors a and b such that a = 12i - 5j and |b| = 15
(a) Find the possible range of values for |a + b|
What i've tried so far is
i defined b as:
b = <x, y>
This means that |b| = sqrt( x^2 + y^2 ) = 15
and x^2 + y^2 = 225 (i will use later)
so the vector a+b = <12+x, y-5> has magnitude |a+b| = sqrt[ (12+x)^2 + (y-5)^2 ]
expanding the magnitude expression: sqrt [144 + 24x + x^2 + y^2 -10y + 25]
i substituted x^2 + y^2 for 225: sqrt[ 144 + 24x + 225 + 25 - 10y]
= sqrt[24x - 10y + 394]
so I need to find the possible range of values for the expression i got to, with the condition that x^2 + y^2 = 225
I'm a bit stuck here actually
I thought of substituting for one of the variables, say y: since y = sqrt [225-x^2]
sqrt[24x-10y+394] = sqrt[24x-10(sqrt(225-x^2))+394]
so there's a square root under a square root, which kind of bothers, since i'm not used to dealing with expressions like these. However I had the idea that I can treat it like a function, as there was is only 1 variable, so f(x) = sqrt[24x-10(sqrt(225-x^2))+394]
and the function does actually have a global minimum and maximum:
I just don't know if this is correct, lol. Can someone check it? (no pun intended by the checkmark graph)
It is a 2 mark question on a 110 mark exam, that is why i'm skeptical
PLEASE PING ME IF YOU RESPOND, TYSM!!
yeah there's much easier than that, think about the situation geometrically
1 sec
don't give hints for now pls
maximum for sure would be 13+15 (if they're the same direction
so 28
and min, if they're the exact opposite direction, so 2?
is this correction? @dawn junco
*correct
LMAO what is that typo
yep it is indeed correction
the formal version of that reasoning is the triangle inequality
hahaha. OK WTF. this is so annoying though, i love vectors because I like to visualize especially in 3d, quite annoying i didn't get this
In mathematics, the triangle inequality states that for any triangle, the sum of the lengths of any two sides must be greater than or equal to the length of the remaining side. This statement permits the inclusion of degenerate triangles, but some authors, especially those writing about elementary geometry, will exclude this possibility, thus le...
ooooooo can you teach me please
there's also the reverse triangle inequality, which gives you the minimization
alright, i'll read this. Thank you
ok. I have to go out apparently, but i will check these out! TYSMMMM
aight
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What does this exactly mean? Like what am I supposed to look at in order to get the answer?
Ye
Then
…….
Ye
Huh?
if x is less than 0
Then that’s negative
Then?
Ye
more of a "just look at it" problem
That’s exactly what I said
But like what am I supposed to analyze in order to get the answer
start with the choices tbh i think thats the easiest way
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uhh whats teh derivative of tan3x
y0shi
oh ok
so we differentiated tangent
but now we have to multiply it by the derivative of the inside
which is?
sec^2x
wait what
do you remember what the chain rule is?
wouldnt it be this?
y0shi
see how secant is the derivative of tangent
then we multiplied it by the derivative of the inside function, which is 3
yeah that’s not true
would it be true if 3 was an exponent and not a coefficient of x
y0shi
yw!
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Hello, I am studying for a test and need some help
I have a triangle that is part of a bigger square, I know the length of all faces but none of the angles, and need to find the middle angle
Do you have an example question?
Yes
One sec
I have more information if you need
I need to fine the o angle
Why isn’t it sending
Did you get it?
@pastel vault
Yeah sorry I was helping other people
Okay so for the acute angle in the middle
Divide the triangle into two smaller right angled triangles
The base has length sqrt((8 - 4)^2 + (5 - 3)^2)/2
And the height is sqrt((0 - 4)^2 + (11 - 3)^2)/2
So if the acute angle is theta
tan(theta/2) = opp/adj = base/height
This gives you theta and then the obtuse angle is just 180 - theta
Ok I've answered
What’s theta?
Variable, name.
Ok thanks a bunch
@silver vapor Has your question been resolved?
No I just became more confused
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yes; I simplified the 140/14(...) when I tried it though
im wondering if you really have to do l hopital
remember to put it back in terms of the regular limit
i was thinking that you could convert it into the form (1+a/f(x))^(g(x) where f and g are some linear functions
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How can i say that 2 is true
@dawn lion Has your question been resolved?
<@&286206848099549185>
?
WDYM WITH ?
.
hello
1 doubt
are k and l in the two pictures same
nothing
leave it
I mean try only the first picture
hmm ok
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Help
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did i do anything wrong and if not, how do i sec^2(10x)tan(10x)?
<@&286206848099549185>
honestly im not too sure what u did
but i can help u out if u want, from the start
it involves tabular integration, which is just a more compact form of integration by parts. are u familiar with that @analog sorrel ?
i dont know if my method is the most simple, but it works so
i only bacically know intergration by part, for this question, you need to do by parts twice
is it required that you do it by using integration by parts twice? i did it only once and got the answer
ye apprently
how did you do it doing it once?
i started off by doing u = 10x
then i performed tabular on u^2 *sec^2(u)tan(u)
which gave the answer
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someone just solve this my teacher is a brainlet and never taught our class this
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Do you know what a graph is (in this sense)?
ye
ye
So you can use the table to see which node connects to which other node
for example, Fort Worth connects to Plano, and then just label the weight (54) of the edge
ah got it
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hi i know the form will me x = a+wv but still can get my head around how to find them
thank you
I can try to solve it. I think that you should make those an equation and solve when true for both planes
yeah, convert to cartesian form then perform gaussian elimination
u will have one free variable since the intersection is true over an entire line
i convert both plane to cartesian form or ?
convert both
It is quite simple, I think
Notice that
3*x1 + (-3)*x2 + (-3)x3 = -15
4x1 + (-5)*x2 + (-3)*x3 = -21
the last one is the free varible ?
$x_1$
mlysikowski
component is identical
right
thus it will be along x_1
yeah last one is free
u eliminate it
and get a single equation
then u let x1 = omega or x2, ur choice
you mean like 3x1 + (-3)x2 +15 = 4x1 + (-5)x2 +21
no get rid of the x3
by subtracting both equations
yeah so we gonna have
3x1 + (-3)x2 =-15
4x1 + (-5)x2 =-21
but then like what next
u shud get -x_1+2x_2 = 6
by subtracting both equations
u r basically using elimination method to get rid of x3
now go back to the first equation here.
let x1 = 2w-6
x2 is just x2=w
now u find x3 in terms of w
sorry but i didnt understand know we got this yet
3x1 + (-3)x2 + (-3)x3 = -15
4x1 + (-5)x2 + (-3)x3 = -21
subtract equations 1 with equation 2
oh right
so like 3x1 - 4x1 -3x2+5x2...
i thought subtracting both equation is mean like we subtract both to something else
I got w-1 = x_3
then may i ask what the next step?
so u get
x1 = 2w-6
x2 = w
x3 = w-1
just write that as a vector
<-6, 0, -1> + w<2, 1, 1>
thats ur vector equation of a line
right thank you
np
they also talk about the second method as well
i try to sub them in but idk how to like solve them
still trying but
like how do you convert them to the x = a+wv again
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@paper warren Has your question been resolved?
i got -21=-24
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I am stuck on this problem, any help?
I tried to find the length of y and x, but I need an angle to do that
you don't need the numerical values of the angle or x or y
consider soh cah toa
are you able to write out the ratios for
sin,cos and tan theta
yea
sin would be x/y
cos would be 2/y
tan would be x/2
so ySin = x?
y sin theta = x
first one has both x and y so you don't want that
also don't be lazy and include those thetas
since you want x and y in terms of theta only
solve cos(theta) = 2/y
for y
yeh
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I am trying to differentiate y and i dont really know to to proceed
yes very im not having fun
i found all the components but combining it all is making me dizzy
is that first term in the denominator (cube root of 2) times x? or does the cube root include the x as well
included the x aswell
ah that's annoying, haha
i would consolidate the x^3 and cube root of x in the first term on the third line
x^3 times x^(1/3) = x^(10/3)
not a huge simplification but better than nothing
wont that make the 3e^-4x more complex when expanding that out aswell?
no leave that part alone, you'll have x^3 (3e^(-4x)cos(3x))
ah ok i see
no getting around doing a nested product rule there i guess
grunge work like this is why computers exist 😁
is there a way to do it in matlab?
i might try just doing it via that then cause it just makes me dizzy trying to pen and paper it
Differentiate symbolic expressions and functions.
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how would i solve this intergreal I tried doing u substitution but im not sure thats the right approch
oh alr thanks
how did you get im not sure ive learned how to do this yet
do you know how to solve the integral of sqrt(1-x^2)
we didnt learn that explicitly that's why im confused
but the teacher put it on the practice sheet so i think we are supposed to know how to do this
you know the area for a circle
@crimson flower Has your question been resolved?
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no
u and x are related so you can't factor 1/(3x^2) out of the integral like that as though it were a constant
approaching this with sub isn't ideal
instead just expand
then power rule each individual term
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If i take 2 cards from a standard deck. what are chances they are king of hearts and ace of spades
is it 1/52x51 or do you need to multiply that by 2
the latter
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Could someone help me with this problem, 3A?
What are you stuck on?
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2B)
How do you use 2a) to complete this?
I can see the resemblence of RHS (b) to RHS of (a) but not sure how to use it still
Though I orginally thought that the lhs of b was meant to be some binomial expansion but cos2kx doesn't work like that
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I need the derivative of e^(1/x), can anyone show me with the steps please?
Have you tried anything yet?
Well Im learning derivatives pretty new, like 1 weeks so if I do the basics I can have the answer e/x^[(1-x)/x]
Which doesnt seems like right answer
no, you can't apply the power rule in that way
that's only for x^constant
not constant^x
do you know what the derivative of e^x is?
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O is the centre <ABO=30 <ACO=24 <BAC=?
what have you tried
@twin panther Has your question been resolved?
Draw a line connecting BC
Then let angles B and C be x
Fill in all the angles and you'll get an equation to solve x
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Hello, my main problem is with part a and i don't understand the mark scheme. So i manipulated the equation to get this:
Then I decided to say that a=4 and b=4 as the question said nothing about a and b not being allowed to be the same thing.
I ended up getting a result of 5 and since 5>=4 then the statement has been proven to be true (for part a at least
So my answer is technically correct but I don't know if that's how they wanted it to be proven ? If my answer is wrong could someone please explain what they did in the mark scheme to prove the statement ?
Also, I have no idea where they came up with this:
Prove that for all positive values of a, b
You cannot substitute arbitrary numbers for a and b
So a correct proof needs to start from something that is true for all positive a, b
The order you write the proof is the exact opposite order to the order you come up with each step, when you're figuring stuff out
Luckily you can use $\iff$
south
That means that you can read the lines top down or bottom up, both are fine
If you read the solution from bottom up, then the steps follow
4a^2 + b^2 = 4ab implies 4a^2 - 4ab + b^2 = 0
Compare this with 4x^2 - 4x + 1 = 0 where b = 1
or 4x^2 - 8x + 16 = 0 where b = 2
Each one of those gives you a perfect square
How do you get 4a^2 + b^2 = 4ab ?
You have 4a^2/(ab) + b^2/(ab) = 4ab/(ab) right
Then just multiply both sides by ab
so that gives you 4a^2 + b^2 right ? Can we factorise that ?
No
You get 4a^2 + b^2 = 4ab then
Wait so 4a^2 +b^2 / ab =0 if we times both sides by ab we get 4a^2 + b^2 = 0 so how do we get it equal to 4ab ?
@crimson sedge Has your question been resolved?
Oh wait so we can manipulate this ?
So we get (2a-b)^2 > 0 but how does that prove that it's >=4 ?
the strategy with this kind of question is to basically assume what you want to prove is true, then manipulate/simplify/rearrange into something that has to be true, and then go backward in the exact reverse order.
For example, say I want to prove that
$x(x-6) \ge -9 for all x real$
Then I'm gonna assume that is true, and expand/simplify it
and I will get that
lgkoo
$x^2-6x+9 \ge 0$
lgkoo
lgkoo
which we know has to be true for all x real, since a real number squared has to be >= 0
Then, you would start by stating this fact, and go backward to prove that $x(x-6) \ge -9$
lgkoo
So for your case, assume $\frac{4a}{b} + \frac{b}{a} \ge 4$ is true, and you will basically end up with $(2a-b)^2 \ge 0$ which has to be true. Then you propose that we start with this fact and work all the way backward. The mark scheme only showed the backward direction, which is why it looks like $(2a-b)^2 \ge 0$ seems like it came out of nowhere
lgkoo
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Hi, Does anyone know how to determine the image, zeros and signs of this function? sg is sign function
I was able to do this
zeros are -2 and 3
I don't know how to determine the image and the set of positivity and negativity.
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@sharp cradle Has your question been resolved?
I was able to extract the intervals of positivity and negativity.
I just need help to get the image please
<@&286206848099549185>
😭
Ah ok I get it now, thanks for your help !
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I feel like I didn't do this surjective proof correctly...
What's the input that gives the output b?
a_1
How do we define a1?
Juke | ping me if no response
Is that an element of H?
hmm
h inverse is but...
b should be since b is in the coset of aH in H
right?
so bh^{-1} is in H by the above ?
So yeah, that's a proof of surjectivity
This makes sense to me, but worth seeing if there's a theorem from your class you can lean on
lemme check
I know I proved it once but I can't remember if that was before or after I wrote this one
the definition of cosets uses the word subset
so would that be fine?
I believe it's fine
thanks
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How do i answer this using special triangle rules?
you can use one of the rules to find the length of MP
^
and then since M is the midpoint, just double it to find the entire length of that side
so is the answer for PR 20√3?
what is tan(30)
where did ur over 3 part go
should be 2(10*tan(30 deg)) which is 20sqrt(3) /3
or 20/sqrt(3)
both are the same
from the 10 at the bottom
OOOOOH
mb for mentioning tan here, but same thing tbh
shiii thx lol i make this mistake of not looking at the triangle properly
umm
well there is a b and c to this question
ill get back to u once ive done them
if thats okay?
thx again btw
what do i use to solve this?
resending the diagram aswl'
would i still use the special traingle rule but change it to the 45 45 one?
?
how do you know whether it is 45-45-90 or 30-60-90 though
what was part b btw
yea i realised now xD
im allowed to use trig just wanted to see if its possible ot do with special traingle rules
which i dont think it is
It isn't possible here
im guessing its ust simple trig then
aight
i also assume i wouldnt but my brain is working on like 2 brain cells rn
it's just pythagoras theorem lol
oh yea it is xD
mb lol my brain aint working well
its 10 am for me but i got the worse sleep possible and this is due today so i had to get up try and atleast
fair enough
@half isle Has your question been resolved?
so im rewriting the questions more clearly now just to make sure for the first one i do 10 * 2/root3 and then double it?
u doubled it with the *2 on the 10/root3
10/root3 is the length of half PR (which is the length of PM)
oh yea i meant to say the same thing but divide by 2 after to make it the right answere but thats quicker
sry for asking for alot of help but how do u do this?
hmmmmmmmmm
lowkey, I'd graph it and find the intersection but we can do some algebra to it too
let's see.......
I can't see any useful manipulations immediately tbh
Maybe replace sin^2 with 1-cos^2
that might help?
it'll at least make the equation only invole cosine
aight ill try that
sounds good
i should get to 1-8cos^2(x)=2cos(x)
but honestly, idr how to do this without graphing it
i wouldnt know how to do this with graphing it or algebraically lol
felt
Use sin²x = 1-cos²x
Then you can substitute cos²x = u
You get something quadratic.

my suggestion was correct lets gooooo

haha
ty @dreamy void
oh didn't read what you wrote lol
ur good
you were just missing out that you can substitute cosine afterwards but you're good👍🏻
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why can't ı solve the derivative like this.
,rotate
you can
ı solve the equation for y and take the derivative instead of using implicit differentiation but it didn't work out
do it again
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Helloo
I don;t know how to solve it since it says more than 3 accidents
the formula and examples given to us only showed how to solve it when it's equal to x number
take 1 - P(X <= 3)
Is it like this?
that would be 0.56083
1-0.56083 is equal to 0.43917
so it should be 43.917%?
,w 1 - sum_{i = 0} ^ 3 poission(i, 2.7)
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,w 1 - sum_{i = 0}^ 3 (2.7)^i/i! * e^-2.7
,w 1 - sum_{i = 0}^ 3 (2.7)^i/i! e^-2.7
,w 1 - sum_{i = 0}^ 3 ((2.7)^i/i! ) e^-2.7
show work
I used this formula
then I added it with the values of 1, 2, and 0
so 0.22047 + 0.22496 + 0.18145 + 0.06721
making it 0.56083
,w sum_{x = 0}^ 3 2.7^x/x! * e^-2.7
,w 21251/(2000e^(27/10))
I don't really know, this is the formula shown to us
dbl check these are correct
I dunno, it seems good to me
ok hang on
ok
first of all
0.22496 should be 0.24496
second of all
,w 0.22047 + 0.22496 + 0.18145 + 0.06721
you just added them up wrong
oh
,w 0.22047 + 0.24496 + 0.18145 + 0.06721
1 - that is your answer
np
Wait, so
will it be ok to know why I had to add up those numbers?
yes
so
you are asked P(X > 3)
this is equivalent to 1 - the opposite
which is 1 - P(X<= 3)
what values are less than 3?
er
less than equal to 3 *
but yes, 0,1,2,3
if you have a continuous rv
then you just integrate
or if you know the cdfs
you can just evaluate those as well
npgl
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I guess the choosing is random?
oh i see
Someone good at trigonometry:))
should be |{1,3,..., 51}| + 1
Well think about the pairs you could have, 99 and 3. 97 and 5, so on until they meet in the middle. 1 doesn't have a pair in your set
?
To guarantee you get one of those pairs you'd have to pick enough numbers to fill one half of your set plus 1 to account for the unpaired 1
This is not your help channel
if i have all the numbers from {1,3,5,...,51}
and then i add any number into it
what will happen
ok
choose any number not in the list
that comes from {1,3,...,99}
so you can choose any number from {53,55,57,...,99}
that is you choosing the number that comes from {53,55,...,99}
because you choose 1 number
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What is the least value when sum of 3 values is 39 but all 3 value are chained
the minimum of abc?
It just has to be sum of 3 chained values is 39
Also it means least value of one of these chained value
what's the implication of least then?
there's only one triple that works right?
,w a + a+1 + a+2 = 39
what's the actual question?
The a value when sum of chained numbers is 39
And the actual question is "연속하는 세 자연수의 합이 39보다 작을때, 합이 가장 큰 세 자연수중 가장 작은수는?"
@crisp flint Has your question been resolved?
@crisp flint Has your question been resolved?
oh
the question asks you for consecutive numbers such that their sum is less than 39
and which triple has the highest sum
still a bit confusing nvm
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I have 8 vectors of 2 3D rectangles and I already use SAT to find if they are colliding but I need to find their contact points. Does anyone know how I might find them given the vectors of the cubes?
@sleek lake Has your question been resolved?
<@&286206848099549185> do you know how I could do this?
vectors of 2 3D rectangle?
what dose that mean?
vectors of 2 3D rectangles
of two?
so if i understand u correctly, we have two 3D rectangles, and we know their vertices
and what we want is to know where do they collide?
are they parallel to the xy plain or they can be in any angle?
like they can be tilted?
so, they are solid object, they cant go into each other
they can only touch each other
yes
i see
well, maybe mathematiclly its hard to think of them in 3d, i was thinking about looking at the projection of their vertices into the 3 plains: xy, xz, yz
their projection into each plain
and if they touch each other in 2 of these projection, i can find the coordinates when they touch
sorry, but i need to go, u can mention the helper role to see if somebody can help
ok
i might come back after 2h or so, i hope ur problem will be solved befor then
@sleek lake Has your question been resolved?
@sleek lake Has your question been resolved?
<@&286206848099549185> anyone?
I need to find the contact points of 2 rectangles in 3D space given their vertices
ahh, more than 2h
so, what dose this SAT gives u again?
Well
It gives me the normal of the collision
It gives me the depth of the collision
Sat is a algorithm for detecting collision
I have a working physics engine but I need to make it so it adds rotational force upon collision
And to get that I think I need to get the contact points. Let me know if there is any easier way to add rotational force based on a collision tho
oh yeah, thats why u need to know here they touch
Yes
but what do u mean the normal of the collision, is it like that?
I’m pretty sure yes
and the depth is like the magnitude of that vector i think?
I assume I will have to do something with projecting the vectors on the normals?
Or how will I get the contact points
The normal of the collision itself wont really help. I think it’s the normals of the cubes themselves
well, when one object touch the other there will be a responce force from the collision, if we assume the second obj dosent move, then the full force will affect the first obj making it rotate which is what called torque
now it depend on the mass and velocity of each one of them
I’m using quaternion btw if that matters
I have that data
But we are getting ahead of ourselves
We need to first get the contact points
i can see noway other than looking at the projection of the objects into the three plains
for example, lets say the xy plain is the ground, and z is the hight
ok
then the projection into the yz plain will be something like that,
now here thats a simpler problem to work on
we can check if a point is on the line between two other points
actually we already know if they collide or not, than we just want the coords of this point
yes
and here would be like what u draw before
what is the one on the left
left?
the side?
i want the projection
yes
so basically from the projections
I need to get where the vertexes
are touching the other cube
anywhere
yes i know, using one projection will give me two coords of the touching point
like here, i can know the y and z coords
but i wanna see it from down if u can
can this help u?
https://dyn4j.org/2011/11/contact-points-using-clipping/
Many have asked “How do I get the contact points from GJK?” or similar on the SAT, GJK, and EPA posts. I’ve finally got around to creating a post on this topic. Contact point generation is a vital piece of many applications and is usually the next step after collision detection. Generating good contact points is crucial to predictable and life-l...
that is 2D tho
maybe try move it into 3D, cuz i think this is not a pure math problem anymore, i search about the SAT algorithm and it also use the same technique as i did which is the projection of the objects onto a line
and since u can also implement it in 3D, maybe u can try this with 3D
or searching the internet about "contact points of collision game development" i can find some resources that talk about the same thing
dont get me wrong,im just trying to help, if u wanna u can still reopen ur channel to move it top since its now down between other channels and see if somebody can help u further
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✅
like that?
I have 8 vectors of 2 3D rectangles and I already use SAT to find if they are colliding but I need to find their contact points. Does anyone know how I might find them given the vectors of the cubes?
.close
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Hello, what the symbol at right and left of 1,n ?
I presume it's interval notation
[1,n]
so this is saying all number in between 1 and n, including those two, where n is some natural number {0,1,2,3,4...}
yes but it not [
it two [[ very near
I've read posts by the same author before and he set intervals normally, not with the symbol shown
yea it's just [ for integers, wonky notation
huh, interesting didn't know that :)
What is the notation in LaTeX ?
uh I see it written as [\