Now that you're an expert on Bezier curves, let's throw in another dimension. As promised, here's the article on Bezier surfaces.

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math
geometry
bezier curves
bezier surfaces
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A series of videos that visually explains and demonstrates various math concepts applied to game development

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video
math
vectors
cross product
dot product
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An introduction to using these mathematical equations in game development

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vectors
matrices
math
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In this stand-alone article I'm trying to explain how to derive several intersection algorithms that are very important for every game.It should teach you *how* to derive, of course math-thinking is (as always) very important!

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algorithms
point
ray
linear algebra
vector
plane
normal
aabb
bounding box
intersection
sphere
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At start, 3D geometry may seem daunting and invoke memories of trigonometry lessons. But it is not so bad if you know the right tools.

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math
simulation
vector
dot product
cross product
update loop
3d
geometry
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Illustrates the power of Verlet integration for physics simulations and covers basic 2D rigid body dynamics with collision

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collision
distance
edge
bodies
float
vertices
collisioninfo
line
axis
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Disclaimer
This document is to be distributed for free and without any modification from its original state. The author declines all responsibility in the damage this document or any of the things you will do with it might do to anyone or to anything. This document and any of its contents is not copyrighted and is free of all rights, you may thus use it, modify it or destroy it without breakin...

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energy
algorithm
beat
sound
compute
frequency
beats
detection
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One of the most difficult programming difficulties you will face is that of representing a 3D world on that 2D screen in front of you. It requires some linear alegbra that may be difficult for some, so I will spend some bytes explaining the mathematics computations of using matricies in addition to the equations to get you going. This document is intended to be an aid to anyone programming in a...

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Version 1.2, February, 2003 Updates1.2A minor correction with the formula of converting from Quat to Axis. The scale is missing a square root. Thanks to Shi for pointing that out.From version 1.0 - 1.1The norm of a quaternion should be the square root of the q.q. The mistake was brought to my attention by several kind readers and upon checking the definition of the Euclidean properties for comp...

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root
version
square
missing
thanks
shi
quaternion
norm
pointing
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Matrix math is commonly used in 3D engines, unfortunately, I haven't found any tutorials on matrix math itself. I hope this one will help some people out. If you find this tutorial useful, please give me credit. That's all I ask.Since the most common use of matrix math is 3D math, I will focus on this almost exclusively. What this means is that I will be using 4x4 matrices, and I will be descri...

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matrix
mat
matrices
vert
math
operations
concatenate
4x4
multiply
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Note for math weenies: This is not meant to be a full tutorial on matrices, and is also not intended to cover the math behind them in the usual manner. It is my personal way of thinking about rotation matrices in 3D graphics, and it will hopefully provide at least some people with a new (and possibly more intuitive) way of visualizing matrices that they may not have considered before.For seriou...

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vector
matrices
frame
matrix
axis
reference
math
rotation
pointing
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