I understand operations I just never see when I can use them + overcomplicating?

Most of the operations for CFrame Vector3 math table string… But I just never know or see where or how I can use them.

And for things that seem difficult to me I overcomplicate them and it ends up not working. The actual way of doing something will be 8 lines long however mine will end up turning into 25 lines.

If anyone could tell me how to know when to use things like Cross Dot ToVectorObjectSpace ToObjectSpace PointToWorldSpace and all the others and subcategories. It would be much appreciated

I hope I can know when to use them and to not end up overcomplicating simple scripts like what I mentioned what turned out when I try and do it myself.

Another quick point is finding equations and formulas online and watching youtube videos on Physics and Math. Copying all the things they or the formula says tod o but only for it not to work since it can be simplified and the names for the things on the formula is not the same name as roblox example DeltaTime + others.

Thnks.

Cross is most useful when you want a vector perpendicular to two other vectors.

For example suppose we have a brick pointing in direction v1 and we want it to point in direction v2 (both unit vectors). Then we could use a BodyAngularVelocity with AngularVelocity v1:Cross(v2). If v1 == v2 then angular velocity will be 0; if they are separated by 90 degrees the magnitude will be 1. This is probably the most useful one.

Dot is useful for determining the angle between two vectors.

For the other ones you just need to understand World space and Object space. If we are in an upside down spacecraft, straight up in world space is opposite from object space (relative to the spacecraft). So (0, 1, 0) in world space is (0, -1, 0) in object space. The functions like
ToVectorObjectSpace etc. will transform vectors between these spaces, the names should hopefully be intuitive.

Hopefully this summary helps.

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