In the Introduction section of Ian Millingtons book "Game Physics Engine Development", he assumes that you have a certain level of mathematical knowledge. An example of what you are expected to understand is that x = 4 / t * sin(theta)^2 is the same as t = 4 / x * sin(theta)^2. I have tried to work this out but I cannot seem to resolve it at the last step. Here are my workings:
- x = 4 / t * sin(theta)^2
- t * x = 4 / t * t * sin(theta)^2 - (Multiply both sides by t to bring t over to the LHS)
- t * x = 4 * sin(theta)^2 - (The ts on the RHS cancel out)
- t * x / x = 4 * sin(theta)^2 / x - (Now divide both sides by x to remove the x from the LHS)
- t = 4 * sin(theta)^2 / x - (This is what I have ended up with)
What I have ended up with is the whole of the right hand side of the equation over x. Ian Millington ends with only the 4 being divided by x. What am I misunderstanding here? My current understanding is that what is done to one side of the equation must be done to the other in order for it to remain true. Therefore, if all of the left hand side is divided by x then all of the right hand side must be divided by x, not just 4. If this is true, then does that not mean that sin(theta)^2 must also be divided by x? If so, how can this be resolved? Thanks.
Apologies for the formatting, I cannot figure out how to use the formatter.