## Thesis' topic: What's a common CE math problem?

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### Thesis' topic: What's a common CE math problem?

#1
Hello everyone,
since I'm getting closer to my first level thesis(Information Engineering specialised on Telecommunication Engineering) I've started gathering information on what arguments/topics should I choose/think about.

One of the topics could be a common CryEngine "math" problem.

What I would like to do is to:
1. Study and analyse the topic
2. Trying to describe it and creating solutions to it
3. Synthesize it and see what this study would bring.

What do you think is a topic that could be suitable for this kind of study?

have a nice day

### Re: Thesis' topic: What's a common CE math problem?

#2
Being a game engine, there are many parts that heavily use math in various ways.
I think you would need to be a little more specific on what you are looking for? A lot of the math involved can also be part of physics (science) or generally across all 3d applications (camera projection with Quaternions and Matrices etc).
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### Re: Thesis' topic: What's a common CE math problem?

#3
What I can suggest is:
1) Vector Algebra, especially Quaternions, which is not implemented in FlowGraph nodes.
2) Vector operations, trigonometry isn't implemented good enough in visual scripting, too.
3) Gravity, Camera orientation/position is bound to the global Z axis (pointing down)
4) Physics engine is crap, although it's not purely a math problem, just take a look at some infinite 6-leveled for(;;) cycles full of GOTO statements inside of some physical solvers. I'm not sure about modern CE5 version, but CryEngine 3.1.2 physics code was TERRIBLE. Probably this doesn't suit your research needs.

1) and 2) can be a decent research and a useful work for community if you publish your results.

### Re: Thesis' topic: What's a common CE math problem?

#4
Being a game engine, there are many parts that heavily use math in various ways.
I think you would need to be a little more specific on what you are looking for? A lot of the math involved can also be part of physics (science) or generally across all 3d applications (camera projection with Quaternions and Matrices etc).
I would basically say "anything".
I explain, being my first thesis I do not really have only one limited argument I can/want to delve into it.
My idea is because I'm an Information engineering student(this implies I study both IT, Electronic and Telecommunication Engineering), to seek a "problem"(even not in the strict meaning of the word) to analyse on a more theoretical level before seeing its application on the engine itself

The problem itself is, for now, what argument should I choose(or should I not)

What I can suggest is:
1) Vector Algebra, especially Quaternions, which is not implemented in FlowGraph nodes.
2) Vector operations, trigonometry isn't implemented good enough in visual scripting, too.
3) Gravity, Camera orientation/position is bound to the global Z axis (pointing down)
4) The physics engine is crap, although it's not purely a math problem, just take a look at some infinite 6-levelled for(;;) cycles full of GOTO statements inside of some physical solvers. I'm not sure about modern CE5 version, but CryEngine 3.1.2 physics code was TERRIBLE. Probably this doesn't suit your research needs.

1) and 2) can be decent research and useful work for the community if you publish your results.
Obviously, my work would be published(when and how its obviously unknown now, but surely it will be free)

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