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Shadows and light on Kepler 22

Game Engine Containers  handle_map

Pupping  a method for serializing data

LongAwaited Check of CryEngine V

Troubleshooting PhysicallyBased Content

Industry Producer Interview Project: Game Development Team Problems Analysis (Part 2)

Custom Deleters for C++ Smart Pointers
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
Leading the Target
Published in Math and Physics
By Álvaro Begué  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 foru...
DIY 2D Vector Physics UNDER REVIEW
Tagged With: 2D physics collision intersection algorithm
Combining Material Friction and Restitution Values UNDER REVIEW
Tagged With: Physics
Leading the Target
Tagged With: deflection math geometry target leading leading the target
2D Transforms 101
Tagged With: 2d math transformations geometry linearalgebra mapping coordinatesystems
Math for Game Developers: Advanced Vectors
Tagged With: math vector dot product linear interpolation euler cross product aabb projections
Particle Systems using Constrained Dynamics
Tagged With: numerical methods physics particles dynamics
Math for Game Developers: Probability and Randomness
Tagged With: math probability randomness rng noise
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