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Why a Game Development Degree?

Persistent Mapped Buffers in OpenGL
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...
Towards a Simpler, Stiffer, and more Stable Spring
Published in Math and Physics
By Michael Schmidt Nissen (h4tt3n)  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...
PID Control of Physics Bodies
Tagged With: 2D Box2D Physics PID Control Loop
Capsule Inertia Tensor
Tagged With: physics programming math calculus
Towards a Simpler, Stiffer, and more Stable Spring
Tagged With: spring damping massspringdamper harmonic oscillator reduced mass game physics
Shooting At Stuff
Tagged With: 2d intercept position 2D vector target intercept moving target algorithm
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 axisangle 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