Vector Dot Product Calculator (Game Dev)

Enter 2D or 3D vector components to compute the dot product, angle between vectors, and projection — with instant game dev context.

Dimensions

Vector A

Vector B

Angle Visualization

Results Click a row to copy

Dot Product (A · B)
Angle between A and B
cos(θ)
Scalar projection of A onto B
Scalar projection of B onto A
|A| (magnitude)
|B| (magnitude)

Formula Reference

A · B = Ax*Bx + Ay*By [ + Az*Bz in 3D ]
A · B = |A| |B| cos(θ)
θ = acos( A·B / (|A||B|) )
projBA = (A·B) / |B|
Copied!

Summary

Enter 2D or 3D vector components to compute the dot product, angle between vectors, and projection — with instant game dev context.

How it works

  1. Choose 2D or 3D mode using the toggle.
  2. Enter X, Y (and optionally Z) components for Vector A.
  3. Enter components for Vector B.
  4. Read the dot product, angle, projections, and relationship label instantly.
  5. Click any result row to copy its value to your clipboard.

Use cases

  • Checking if an enemy is in front of the player using the dot product sign.
  • Computing specular lighting intensity between surface normal and light direction.
  • Determining if two vectors are perpendicular (dot product = 0).
  • Calculating the scalar projection of velocity onto a surface for friction or sliding.
  • Blending animations based on the angle between a character forward vector and movement direction.
  • Steering AI agents by comparing current heading to the target direction.
  • Implementing cone-of-vision field-of-view checks in top-down games.
  • Verifying vector math formulas during game physics debugging.

Frequently Asked Questions

Last updated: 2026-07-01 · Reviewed by Nham Vu