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Physics & Game Development; or, What Goes Up Better Come Down
Published in Math and Physics
By Marc Mencher  Unless you're making a textonly game, you'll need to apply some form of Newtonian physics to pretty much every action that occurs on the s...
DIY 2D Vector Physics
Published in Math and Physics
By Tom Novelli  Some algorithms to get you started should you opt to ditch the libraries & do it yourself.
Combining Material Friction and Restitution Values
Published in Math and Physics
By Peter Stock  Calculating the coefficients needed to use the Coulomb friction model in physics simulations
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Physics & Game Development; or, What Goes Up Better Come Down UNDER REVIEW
Jun 25 2016 08:19 AM  Posted By Marc Mencher
in Math and Physics
Unless you're making a textonly game, you'll need to apply some form of Newtonian physics to pretty much every action that occurs on the screen. Computer and video games apply the laws of physics so that objects "behave" as they do in the normal world.
Tagged With: Game Programming
DIY 2D Vector Physics UNDER REVIEW
Dec 01 2015 07:32 PM  Posted By Tom Novelli
in Math and Physics
Some algorithms to get you started should you opt to ditch the libraries & do it yourself.
Tagged With: 2D physics collision intersection algorithm
Combining Material Friction and Restitution Values UNDER REVIEW
Nov 13 2015 05:39 AM  Posted By Peter Stock
in Math and Physics
Calculating the coefficients needed to use the Coulomb friction model in physics simulations
Tagged With: Physics
Leading the Target
Nov 05 2015 06:45 AM  Posted By Álvaro Begué
in Math and Physics
How do you compute where you have to aim to hit a moving target with a finitespeed projectile? This is a common question on gamedev.net's forums. This article presents a procedure to solve this problem and some variations thereof.
Tagged With: deflection math geometry target leading leading the target
2D Transforms 101
Nov 01 2015 06:40 PM  Posted By Sundaram Ramaswamy
in Math and Physics
A presentation on 2D transforms with interactive animations.
Tagged With: 2d math transformations geometry linearalgebra mapping coordinatesystems
Math for Game Developers: Advanced Vectors
Sep 16 2015 12:19 AM  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 vector dot product linear interpolation euler cross product aabb projections
Particle Systems using Constrained Dynamics
Sep 06 2015 12:56 PM  Posted By Tim Bright
in Math and Physics
A really cool way to simulate large numbers of particles with path constraints *without* using springs.
Tagged With: numerical methods physics particles dynamics
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