Software used to program video games often uses an origin at the top left of the display canvas. The positive x -axis is to the right and the positive y -axis is downward. Suppose that a player moves on a direct path from the origin to a point P with pixel location 135 , 200 . Then the player moves directly to point Q at a pixel location of 420 , 150 . a. Find the player's bearing from the origin to point P . Round to one-hundredth of a degree. b. Find the player's bearing from point P to point Q . Round to one-hundredth of a degree.
Software used to program video games often uses an origin at the top left of the display canvas. The positive x -axis is to the right and the positive y -axis is downward. Suppose that a player moves on a direct path from the origin to a point P with pixel location 135 , 200 . Then the player moves directly to point Q at a pixel location of 420 , 150 . a. Find the player's bearing from the origin to point P . Round to one-hundredth of a degree. b. Find the player's bearing from point P to point Q . Round to one-hundredth of a degree.
Solution Summary: The author calculates the bearing of the player at point P if the software that is used to program video game often uses an origin at the top left
Software used to program video games often uses an origin at the top left of the display canvas. The positive
x
-axis
is to the right and the positive
y
-axis
is downward. Suppose that a player moves on a direct path from the origin to a point
P
with pixel location
135
,
200
. Then the player moves directly to point
Q
at a pixel location of
420
,
150
.
a. Find the player's bearing from the origin to point
P
. Round to one-hundredth of a degree.
b. Find the player's bearing from point
P
to point
Q
. Round to one-hundredth of a degree.
1. Given the vector field F(x, y, z) = -zi, verify the relation
1
VF(0,0,0) lim
+0+ volume inside S
ff F• Nds
S.
where S, is the surface enclosing a cube centred at the origin and having edges of length 2€. Then,
determine if the origin is sink or source.
Let a = (-4, 5, 4) and 6 = (1,0, -1).
Find the angle between the vector
1) The exact angle is cos
2) The approximation in radians is
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