<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Math on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/math/</link><description>Recent content in Math on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/math/index.xml" rel="self" type="application/rss+xml"/><item><title>Noise</title><link>https://gsplay.genomestudios.ca/docs/framework/core/utilities/noise_utility/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/core/utilities/noise_utility/</guid><description>&lt;p&gt;The &lt;code&gt;Noise&lt;/code&gt; namespace (&lt;code&gt;GS_Core::Noise&lt;/code&gt;) provides a project-owned, stateless, deterministic, thread-safe Perlin noise toolkit. It backs every continuous-noise subsystem in the framework — &lt;a href="../../../phantomcam/phantom_cameras/noise_profiles/"&gt;PhantomCam Noise Profiles&lt;/a&gt; and the &lt;code&gt;PerlinNoise&lt;/code&gt; / &lt;code&gt;ImpulseNoise&lt;/code&gt; additive stages — plus any future UI wobble, unit idle-jitter, or VFX parameter modulation consumer that needs smooth time-varying values.&lt;/p&gt;
&lt;p&gt;The same &lt;code&gt;NoiseLayer&lt;/code&gt; struct documented below is what &lt;code&gt;CameraNoiseProfile&lt;/code&gt; stores in its six per-axis vectors — no duplication. The utility is intentionally outside PhantomCam so non-camera consumers can adopt it without pulling a camera dependency.&lt;/p&gt;</description></item><item><title>Orbital Solver</title><link>https://gsplay.genomestudios.ca/docs/framework/core/utilities/orbital_solver/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/core/utilities/orbital_solver/</guid><description>&lt;p&gt;The &lt;code&gt;OrbitalSolver&lt;/code&gt; namespace (&lt;code&gt;GS_Core::Math&lt;/code&gt;) provides a stateless, deterministic, pure position / pose blend primitive. Given two positions (or transforms) and a &lt;strong&gt;pivot point&lt;/strong&gt;, it blends them by a fraction &lt;code&gt;t&lt;/code&gt; along an arc that preserves the geometric relationship to the pivot — rather than the straight-line lerp that cuts through the pivot when the start and end sit on opposite sides.&lt;/p&gt;
&lt;p&gt;The primitive originated as a fix for PhantomCam cross-cam blends (two orbit cams at ~180° around a shared target produced visible &amp;ldquo;cuts through the target&amp;rdquo; mid-blend). It has since been reframed as the standard movement primitive for any motion naturally arranged around a pivot — orbit cams, leading-follow band response, post-config stage transitions. Linear lerp becomes the special case used only when no meaningful pivot exists.&lt;/p&gt;</description></item></channel></rss>