# Math and Physics Articles

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**Towards a Simpler, Stiffer, and more Stable Spring**

Published in Math and Physics

By Michael Schmidt Nissen - In this article we will look at a modified spring equation that is very easy to tune, displays maximum possible stiffnes and damping, and is guaran...

**Capsule Inertia Tensor**

Published in Math and Physics

By Bojan Lovrovic - This article tries to simplify the math behind calculating inertia tensor of a cylinder as much as possible without skipping on any important detai...

**Shooting At Stuff**

Published in Math and Physics

By James Wucher - You never shoot directly at a moving target. You shoot at where the target is going to be when your shot gets there. Millions of years of biolog...

### Towards a Simpler, Stiffer, and more Stable Spring

Tagged With: spring damping mass-spring-damper harmonic oscillator reduced mass

### Capsule Inertia Tensor UNDER REVIEW

Tagged With: physics programming math calculus

### Shooting At Stuff

Tagged With: 2d intercept position 2D vector target intercept moving target algorithm

### PID Control of Physics Bodies UNDER REVIEW

Tagged With: 2D Box2D Physics PID Control Loop

### Math for Game Developers: Calculus

Tagged With: math calculus

### Simple but Effective Collisions Part 1: Radial Collision Handling

Tagged With: collision detection trees bounding cylinder

### Matrix Inversion using LU Decomposition

Tagged With: matrix inversion LU decomposition numerical methods

### Math for Game Developers: Fragment Shaders

Tagged With: shaders normal maps lambertian surfaces specularity fog sprite lamp normals

### Making a Game Engine: Transformations

Tagged With: game engine transforms matrices

### Math for Game Developers: Triangle Meshes

### Math for Game Developers: Geometry Testing

Tagged With: vector aabb matrices matrix plane intersection line intersection collisions projections

### Advanced Intersection Test Methods

Tagged With: geometry intersections lines plane curves parametric implicit

### Problem Solving Using Vectors

Tagged With: vectors

### Practical Guide to Bezier Curves

Tagged With: math Bezier curves geometry

### Math for Game Developers: Advanced Matrices

Tagged With: matrices

### Math for Game Developers: Quaternions

Tagged With: quaternions axis-angle rotation inverse

### Math for Game Developers: Advanced Vectors

Tagged With: dot product cross product euler angles box intersection

### Math for Game Developers: Intro to Matrices

Tagged With: matrices basis vectors scaling rotation translation inverse

### Practical Guide to Bezier Surfaces

Tagged With: math geometry bezier curves bezier surfaces

### Math for Game Developers: Intro to Vectors

Tagged With: video math vectors cross product dot product

### Vectors and Matrices: A Primer

Tagged With: vectors matrices math

### Intersection Math & Algorithms - Learn to Derive

Tagged With: algorithms point ray linear algebra vector plane normal aabb bounding box intersection sphere

### Practical use of Vector Math in Games

Tagged With: math simulation vector dot product cross product update loop 3d geometry

### A Verlet based approach for 2D game physics

Tagged With: collision distance edge bodies float vertices collisioninfo line axis

### Beat Detection Algorithms

Tagged With: energy algorithm beat sound compute frequency beats detection