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Marketing my latest mobile game  post mortem of the first month

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Math for Game Developers: Probability and Randomness
Published in Math and Physics
By Jorge "BSVino" Rodriguez  YouTube series for beginners explaining various mathematical concepts as applied to game development
PID Control of Physics Bodies
Published in Math and Physics
By James Wucher  Once you bite the bullet and decide to use a physics engine for your game pieces, you are going to have to come to terms with making them move natu...
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...
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Math for Game Developers: Probability and Randomness
Jul 10 2015 12:19 PM  Posted By Jorge "BSVino" Rodriguez
in Math and Physics
YouTube series for beginners explaining various mathematical concepts as applied to game development
Tagged With: math probability randomness rng noise
PID Control of Physics Bodies
Jan 26 2015 11:39 AM  Posted By James Wucher
in Math and Physics
Once you bite the bullet and decide to use a physics engine for your game pieces, you are going to have to come to terms with making them move naturally. Getting a handle on handling forces to make things "turn" can be a psychotic episode in the making. Instead, do what the engineers do in the real world and use a PID control loop.
Tagged With: 2D Box2D Physics PID Control Loop
Capsule Inertia Tensor
Jan 11 2015 11:38 PM  Posted By Bojan Lovrovic
in Math and Physics
This article tries to simplify the math behind calculating inertia tensor of a cylinder as much as possible without skipping on any important details. Implementation in C/C++ is presented at the end.
Tagged With: physics programming math calculus
Towards a Simpler, Stiffer, and more Stable Spring
Dec 19 2014 01:53 AM  Posted By Michael Schmidt Nissen (h4tt3n)
in Math and Physics
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 guaranteed to keep any spring system stable under all conditions. The equation is tailored for 1st order symplectic Euler integration and impulse based simulation.
Tagged With: spring damping massspringdamper harmonic oscillator reduced mass game physics
Shooting At Stuff
Nov 15 2014 12:22 PM  Posted By James Wucher
in Math and Physics
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 biology make it easy for predators. Turns out it's pretty easy for computers as well...if you know the math.
Tagged With: 2d intercept position 2D vector target intercept moving target algorithm
Math for Game Developers: Calculus
Oct 10 2014 06:42 AM  Posted By Jorge "BSVino" Rodriguez
in Math and Physics
The popular series continues with applications for calculus as related to game development
Tagged With: math calculus
Simple but Effective Collisions Part 1: Radial Collision Handling
Aug 15 2014 08:00 AM  Posted By George Kristiansen
in Math and Physics
Smooth collision detection is a requirement for any game, whether you're running around in an FPS or landing a spacecraft on the Moon. This article talks through the first of two methods for implementing simple collision detection for objects commonly encountered in games. It will use DirectX syntax, but it is easy enough to apply to other APIs.
Tagged With: collision detection trees bounding cylinder
Matrix Inversion using LU Decomposition
Apr 25 2014 02:05 PM  Posted By Tim Bright
in Math and Physics
Need to solve a problem involving matrix inversion? This article is for you!
Tagged With: matrix inversion LU decomposition numerical methods
Math for Game Developers: Fragment Shaders
Mar 26 2014 11:45 PM  Posted By Jorge "BSVino" Rodriguez
in Math and Physics
A series of videos on the mathematics behind shaders, covering topics including normal mapping, lambertian surfaces, specularity, sprite lamp normal generation and fog
Tagged With: shaders normal maps lambertian surfaces specularity fog sprite lamp normals
Making a Game Engine: Transformations
Feb 15 2014 01:17 PM  Posted By James Lambert
in Math and Physics
Any graphical game needs a way to place objects on the screen, move them, rotate them, and even grow or shrink them. Transformation matrices offer a very elegant solution to this problem.
Tagged With: game engine transforms matrices
Math for Game Developers: Triangle Meshes
Feb 07 2014 04:30 AM  Posted By Jorge "BSVino" Rodriguez
in Math and Physics
Math for Game Developers is exactly what it sounds like  a weekly instructional YouTube series wherein I show you how to use math to make your games. Every Thursday we'll learn how to implement one game design, starting from the underlying mathematical concept and ending with its C++ implementation. The videos will teach you everything you need to know, all you need is a basic understanding of...
Math for Game Developers: Geometry Testing
Jan 30 2014 08:58 AM  Posted By Jorge "BSVino" Rodriguez
in Math and Physics
Learn the math behind firing a bullet and detecting collisions in a scene with the line/box intersection algorithm
Tagged With: vector aabb matrices matrix plane intersection line intersection collisions projections
Advanced Intersection Test Methods
Jan 21 2014 04:51 PM  Posted By Tim Bright
in Math and Physics
This advanced article on intersection tests is primarily about curve intersection, but it also contains useful information for primitive intersection tests, such as pointline, lineline, and linecircle. These can be extended to 3D primitives as well.
Tagged With: geometry intersections lines plane curves parametric implicit
Problem Solving Using Vectors
Dec 23 2013 04:45 AM  Posted By James Lambert
in Math and Physics
Anybody who has dealt with rotating sprites probably has dealt with angles. Representing a sprite's rotation as an angle makes certain operations, such as rotating towards another angle, much more complicated than it should be. There is a better way. Use unit vectors.
Tagged With: vectors
Practical Guide to Bezier Curves
Nov 07 2013 09:05 AM  Posted By Tim Bright
in Math and Physics
There's a lot about the basics of Bezier curves around, but how about actually using them? This will show a few new things about Bezier curves, a few techniques in coding up curves, and serve as a primer for Bezier surfaces and Bsplines.
Tagged With: math Bezier curves geometry
Math for Game Developers: Advanced Matrices
Sep 24 2013 01:05 PM  Posted By Jorge "BSVino" Rodriguez
in Math and Physics
The popular video tutorial series continues with new videos on advanced ways to use matrices in game development
Tagged With: matrices
Math for Game Developers: Quaternions
Aug 21 2013 09:10 AM  Posted By Jorge "BSVino" Rodriguez
in Math and Physics
The popular video tutorial series returns with new videos on how to use quaternions in game development
Tagged With: quaternions axisangle rotation inverse
Math for Game Developers: Advanced Vectors
Aug 07 2013 02:30 PM  Posted By Jorge "BSVino" Rodriguez
in Math and Physics
These videos cover dot products, cross products, euler angles, and box intersection as applied to game problems
Tagged With: dot product cross product euler angles box intersection
Math for Game Developers: Intro to Matrices
Aug 05 2013 03:57 PM  Posted By Jorge "BSVino" Rodriguez
in Math and Physics
Explores various game development techniques that utilize a basic understanding of matrices
Tagged With: matrices basis vectors scaling rotation translation inverse
Practical Guide to Bezier Surfaces
Jul 11 2013 09:40 AM  Posted By Tim Bright
in Math and Physics
Now that you're an expert on Bezier curves, let's throw in another dimension. As promised, here's the article on Bezier surfaces.
Tagged With: math geometry bezier curves bezier surfaces
Math for Game Developers: Intro to Vectors
Apr 26 2013 11:26 PM  Posted By Jorge "BSVino" Rodriguez
in Math and Physics
A series of videos that visually explains and demonstrates various math concepts applied to game development
Tagged With: video math vectors cross product dot product
Vectors and Matrices: A Primer
Apr 26 2013 07:55 AM  Posted By Phil Dadd
in Math and Physics
An introduction to using these mathematical equations in game development
Tagged With: vectors matrices math
Intersection Math & Algorithms  Learn to Derive
Apr 17 2013 09:24 AM  Posted By Vilem Otte
in Math and Physics
In this standalone 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 maththinking is (as always) very important!
Tagged With: algorithms point ray linear algebra vector plane normal aabb bounding box intersection sphere
Practical use of Vector Math in Games
Mar 18 2013 05:15 AM  Posted By Nercury
in Math and Physics
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.
Tagged With: math simulation vector dot product cross product update loop 3d geometry
A Verlet based approach for 2D game physics
Nov 19 2009 04:49 PM  Posted By Benedikt Bitterli
in Math and Physics
Illustrates the power of Verlet integration for physics simulations and covers basic 2D rigid body dynamics with collision
Tagged With: collision distance edge bodies float vertices collisioninfo line axis