Mathematically, yes; but try and draw it...A square of area -1 is the same as a square of area 1, except the "orientation" is different. (Areas can have a sense of orientation.)
Wait.. no.. I can't get dragged back into this... *runs*
-MoK
Posted 02 May 2011 - 06:47 AM
Mathematically, yes; but try and draw it...A square of area -1 is the same as a square of area 1, except the "orientation" is different. (Areas can have a sense of orientation.)
Posted 02 May 2011 - 01:37 PM
Posted 02 May 2011 - 03:23 PM
Stop arguing for the sake of it. If you REALLY want to know the uses, a quick bit of googling does the jobbie nicely.This is all moot now, Yourself and others have put forth their all-knowing opinions on the situation. Although I do not agree (because I still haven't been shown, nor found any documentation on how it simplifies anything since no computer monitor takes in quaternion calculations as an input to derive a pixel position), it really doesn't matter because they know more than me in the mathematics area.
Posted 02 May 2011 - 06:26 PM
uhhh....k *blink*A square of area -1 is the same as a square of area 1, except the "orientation" is different. (Areas can have a sense of orientation.)
I _know_ that complex calculations can be used to solve equations, I never stated that they didn't have a place in this world....I stated that it makes no sense (to me) to have them included in a game making utility/engine/whatever (bloating the runner even more just for the 0.0001% of people who might use it).So your "negative circles" argument is invalid. If you ever get a chance, take a course in abstract algebra. Near the end, you will encounter a proof that the complex numbers are algebraically closed (I.E. every polynomial with complex coefficients has complex roots).
And how would you convert the 4 quaternion values into an x/y position on the screen?It simplifies:
* Memory. Quaternion takes 4 times what a scalar takes, equivalent matrix takes 9.
* Multiplication: Quaternion multiplication is 28 scalar operations. Matrix is 45.
* Normalization. Quaternion takes 1 sqrt, 4 divisions. Matrix takes more, with the exact number depending on the method.
So basically it's a good way to handle rotations of an object. Once you want to rotate multiple vectors though, it's best to get a matrix from it and use that.
Nope, proves my point even more in showing that you have to _convert_ in and out of quaternion space before doing rotations. As far as I can see, staying inside quaternion calculations DOES speed things up, but then you need to perform some matrix transform in order to get an x/y position out of the equation.I believe they all go into the real world uses of Complex Numbers and Quaternions nicely. Which is what you are asking, yes?
I have used them, and I never said others can't use them...just don't see a use in complex numbers being built-in to GM. However, since Mike might possibly add complex typechecking in GM, it'll be no point fighting against complex numbers anymore. What I mean is, currently it's:I'm not saying they are "useless". Nor that the others are "useful." My point is that just because YOU have never used them, doesn't mean noone can, or should.
if(gmvar->type)
//do 'real' calculation
else
//do 'string' calculation
versus
switch(gmvar->type)
{
case vt_real:
..
case vt_string:
..
case vt_list:
..
case vt_stack:
..
case vt_complex:
..
etc.
}Posted 02 May 2011 - 07:28 PM
Neither Complex Numbers or Quaternions would be useful to the average GML user, however, if one is educated, and curious enough, to want or use them, then they are educated and curious enough to be able to implement such ideas into Game Maker by themself. Because of this, I contend it would be a waste of time, and (arguably) processing power, to natively input them into Game Maker.
-Derren Freeman
Posted 03 May 2011 - 04:22 AM
Quaternion doesn't describe position data. It describes rotation data. Which means it could be converted to a matrix and set as/added to a world transform matrix for 3D rendering.And how would you convert the 4 quaternion values into an x/y position on the screen?
In a correct implementation, there should be no "in". Start with quaternions, end with matrices.Nope, proves my point even more in showing that you have to _convert_ in and out of quaternion space before doing rotations.
Edited by snake5, 03 May 2011 - 04:22 AM.
Posted 03 May 2011 - 11:19 AM
Where do you think you'd mark the ghostly number i on your ruler? You know it isn't the same as 1 or -1, and you can't even mark it at 0 because 0x0=0.
In the same way that ghosts float and can walk through walls without touching them, the number i floats above the ruler without touching it!
i might be imaginary, but like any self-respecting ghost, it exists!
Posted 05 May 2011 - 12:37 AM
I meant draw it in real-world space. Yes, I know you can have a square of sides -1 and -1. But that is only mathematically. Nothing in this world has a negative length (or am I missing something?)It's easy to draw. Just draw a normal square. Draw a CCW circular arrow for positive orientation, and a CW circular arrow for negative orientation.
Posted 05 May 2011 - 03:09 PM
Posted 06 May 2011 - 01:24 AM
I meant draw it in real-world space. Yes, I know you can have a square of sides -1 and -1. But that is only mathematically. Nothing in this world has a negative length (or am I missing something?)
-MoK
Posted 20 September 2011 - 02:00 AM
Posted 20 September 2011 - 03:13 AM
Okaayy, this is way over my head.
So, from what I've vaguely understood from this thread, is that you guys are trying to figure out the square root of a negative number. Which is impossible, because a negative times a negative is a positive, a postitive times a positive is also a positive, and 0 * 0 is 0.
So you use an imaginary number (i) instead. Is that right?
Posted 20 September 2011 - 04:13 PM
Probably should've stopped there...Okaayy, this is way over my head.
Posted 20 September 2011 - 10:50 PM
Okaayy, this is way over my head.
So, from what I've vaguely understood from this thread, is that you guys are trying to figure out the square root of a negative number. Which is impossible, because a negative times a negative is a positive, a postitive times a positive is also a positive, and 0 * 0 is 0.
So you use an imaginary number (i) instead. Is that right?
One can formally define complex numbers using only ordered pairs of real numbers:
Let (a,be a pair of numbers, and define two operations + and * on these pair of numbers as follows:
(a,+ (c, d) = (a + c, b + d)
(a,* (c, d) = (ac - bd, ad + bc)
Observe then that
(a, 0) * (b, 0) = (ab, 0)
(a, 0) * (0, 1) = (0, a)
(0, 1) * (0, 1) = (-1, 0)
The first observation shows that numbers of the form (x, 0) behave the same way as real numbers.
The second observation shows that multiplication a number (a, 0) by the number (0, 1) makes transfers the number a to the second argument.
The last observation can be looked at in the following way: the ordered pair (0, 1) squared is (-1, 0)
We can rewrite these ordered pairs in a more compact way, and call (0, 1) = i, (a, 0) = a.
Then (a, 0) + (b, 0)(0, 1) = (a, 0) + (0,= (a,
= a + b i
So there's no need of worrying about taking a "square root" of a negative number this way, for we have a mechanism for that.
Posted 20 September 2011 - 11:06 PM
Way to describe a simplistic tool in the most difficult to understand manner, you can always trust mathematicans on that!
Simple answer I'd take is "yes, that's a good entry point to think about imaginary numbers".
Posted 21 September 2011 - 12:51 AM
This is hysterical. @xshortguy: you're talking to someone who began his question with:The first observation shows that numbers of the form (x, 0) behave the same way as real numbers.
The second observation shows that multiplication a number (a, 0) by the number (0, 1) makes transfers the number a to the second argument.
The last observation can be looked at in the following way: the ordered pair (0, 1) squared is (-1, 0)
Posted 21 September 2011 - 02:19 AM
Posted 02 December 2011 - 02:04 PM
It's named after Boole, but not called Boole. It's Boolean.Real, string, float, double, boole are default data types
Posted 03 December 2011 - 02:48 AM
Posted 03 December 2011 - 01:08 PM
Are you arguing about their use in games design? Or just their use in GM?I'm with Sabriath in saying that, i is useful to some, but not useful to Game Design. I will continue to agree with him until you give me one real example of how it would at all be useful in GM.
Remember, the argument about 3D rotations is moot, no one in their right mind would try and make a 3d physics engine in GM.
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