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Math and Physics Archives

PID Control of Physics Bodies UNDER REVIEW
By James Wucher
Published 03 November 2014
Shooting At Stuff
By James Wucher
Published 15 November 2014
Math for Game Developers: Calculus
By Jorge "BSVino" Rodriguez
Published 10 October 2014
Practical Guide to Bezier Surfaces
By Tim Bright
Published 11 July 2013
Matrix Inversion using LU Decomposition
By Tim Bright
Published 25 April 2014
Advanced Intersection Test Methods
By Tim Bright
Published 21 January 2014
Math for Game Developers: Fragment Shaders
By Jorge "BSVino" Rodriguez
Published 26 March 2014
Math for Game Developers: Triangle Meshes
By Jorge "BSVino" Rodriguez
Published 07 February 2014
Making a Game Engine: Transformations
By James Lambert
Published 15 February 2014
A Simple Quaternion-based Camera
By Robert Crossland
Published 21 September 2003
Math for Game Developers: Geometry Testing
By Jorge "BSVino" Rodriguez
Published 30 January 2014
Problem Solving Using Vectors
By James Lambert
Published 23 December 2013
Practical Guide to Bezier Curves
By Tim Bright
Published 07 November 2013
Math for Game Developers: Advanced Matrices
By Jorge "BSVino" Rodriguez
Published 24 September 2013
Math for Game Developers: Quaternions
By Jorge "BSVino" Rodriguez
Published 21 August 2013
Math for Game Developers: Intro to Matrices
By Jorge "BSVino" Rodriguez
Published 05 August 2013
Vectors and Matrices: A Primer
By Phil Dadd
Published 26 April 2013
Simple but Effective Collisions Part 1: Radial Collision Handling
By George Kristiansen
Published 15 August 2014
Math for Game Developers: Intro to Vectors
By Jorge "BSVino" Rodriguez
Published 26 April 2013
Math for Game Developers: Advanced Vectors
By Jorge "BSVino" Rodriguez
Published 07 August 2013
Vectors and Matrices: A Primer
By Phil Dadd
Published 04 June 2002
Intersection Math & Algorithms - Learn to Derive
By Vilem Otte
Published 17 April 2013
Practical use of Vector Math in Games
By Nercury
Published 18 March 2013
Three Dimensional Rotations
By Lithium
Published 11 January 2001
Matrix Math
By Jeff Weeks
Published 02 December 1999
Gravity FAQ
By Edgar Roman
Published 08 September 1999
Beat Detection Algorithms
By Frédéric Patin
Published 07 June 2003
3D Matrix Math Demystified
By Seumas McNally
Published 08 September 1999
Quaternion Powers
By Sobeit Void
Published 06 July 2000
Compressed Quantized Unit Vectors
By Rafael Baptista
Published 21 August 2000
Simple Bounding-Sphere Collision Detection
By Oleg Dopertchouk
Published 12 November 2000
Higher Accuracy Quantized Normals
By Raphael Baptista
Published 08 December 2000
Fast Fourier Transforms
By Magmai Kai Holmlor
Published 19 March 2001
A Verlet based approach for 2D game physics
By Benedikt Bitterli
Published 19 November 2009
Opposing Face Geometry
By Eli Kara
Published 18 February 2004
A Simple Time-Corrected Verlet Integration Method
By Jonathan "lonesock" Dummer
Published 06 February 2005
Randomness without Replacement
By David Kennerly
Published 16 February 2005
Do We Really Need Quaternions?
By Diana Gruber
Published 11 September 2000
The Matrix and Quaternions FAQ
By Andreas
Published 11 February 2002
The Physics of Racing, Part 18:
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 17:
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 16: RARS, A Simple Racing Simulator
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 15: Bumps In The Road
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 14: Why Smoothness?
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 13: Transients - The Lost Episode
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 12: CyberCar, Every Racer
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 11: Braking
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 10: Grip Angle
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 9: Straights
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 8: Simulating Car Dynamics with a Computer Program
By Brian Beckman
Published 07 January 2002

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