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game-vector-math-primitives

Apply vector math primitives for game rendering, collision, orientation, lighting, steering, and geometry predicates. Use when working with dot prod…

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Game Vector Math Primitives

Use this skill when game code depends on vector operations whose geometric

meaning matters. Prefer clear primitives and named intent over opaque formula

paste.

Primary source: Geometry for Programmers by Oleksandr Kaleniuk

(https://www.manning.com/books/geometry-for-programmers), transformed and

paraphrased, especially chapters 2 and 9.

Core Workflow

  1. Identify the geometric question: angle, projection, side, area, normal,

volume, distance, facing, or interpolation.

  1. Choose the primitive that answers that question directly.
  2. Check the input assumptions: dimensionality, coordinate space, units,

handedness, normalization, and zero-length vectors.

  1. Preserve sign when orientation or sidedness matters. Discard sign only when

the caller truly needs magnitude.

  1. Name intermediate values by meaning: normal, signed_area2,

light_factor, plane_distance, facing, projection_t.

  1. Add tests that exercise orientation, reversed winding, orthogonal vectors,

parallel vectors, and zero-length inputs.

Primitive Guide

Dot Product

Use dot products for:

  • Projection onto a direction.
  • Angle/facing tests.
  • Lambert-style lighting coefficients.
  • Distance along a ray or segment.
  • Checking orthogonality: dot equals zero under the numeric policy.

If both vectors are normalized, the dot product is the cosine of the angle

between them. Clamp before inverse cosine if a display angle is needed.

Cross Product And 2D Cross Scalar

Use cross products for:

  • Surface normals from two triangle edges.
  • Signed 2D orientation tests.
  • Twice the signed area of a 2D triangle.
  • Detecting parallel vectors through near-zero magnitude.
  • Building tangent frames with a known handedness.

For 2D, use the scalar a.x b.y - a.y b.x instead of constructing fake 3D

vectors unless the codebase already uses a 3D type.

Triple Product

Use the scalar triple product for:

  • Signed volume.
  • Point side relative to an oriented plane.
  • Point-to-plane distance when divided by the plane normal length.
  • Tetrahedron orientation and containment-style predicates.

Keep the sign when side matters. Take absolute value only for unsigned volume or

distance.

Guardrails

  • Never normalize before checking vector length.
  • Distinguish a direction vector from a point vector in naming and APIs.
  • Keep normals in the same space as the vectors they are compared with.
  • Recompute or transform normals correctly after nonuniform scale.
  • Decide whether clockwise or counterclockwise winding is canonical.
  • Use squared length when comparing distances and no square root is needed.
  • Avoid inverse trigonometric functions in hot paths unless a real angle is

required. Dot thresholds are usually cheaper.

Common Mistakes

  • Treating every vector as normalized because examples used unit vectors.
  • Losing useful sign information by taking absolute values too early.
  • Mixing coordinate spaces in one dot or cross operation.
  • Using angle calculations where a dot-product threshold would be simpler.
  • Flipping triangle winding without updating normals, culling, or orientation

predicates.

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