Math and Physics Archives
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Math for Game Developers: Advanced Vectors
UNDER REVIEW
By Jorge "BSVino" Rodriguez |
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Math for Game Developers: Intro to Matrices
UNDER REVIEW
By Jorge "BSVino" Rodriguez |
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Matrix Math
By Jeff Weeks |
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2D Car Physics
By Matt Kincaid |
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Practical use of Vector Math in Games
By Nercury |
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A Verlet based approach for 2D game physics
By Benedikt Bitterli |
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Beat Detection Algorithms
By Frédéric Patin |
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Gravity FAQ
By Edgar Roman |
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Intersection Math & Algorithms - Learn to Derive
By Vilem Otte |
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Vectors and Matrices: A Primer
By Phil Dadd |
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Math for Game Developers: Intro to Vectors
By Jorge "BSVino" Rodriguez |
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Three Dimensional Shading
By Lithium |
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Vectors and Matrices: A Primer
By Phil Dadd |
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Bezier Patches
By Michael Skinner |
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Physics for Game Developers Chapter 6: Projectiles
By David M. Bourg |
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3D Vectors
By Jeff Weeks |
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Real time deformation of solids, Part 2
By Pierre Rebours |
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Fast Fourier Transforms
By Magmai Kai Holmlor |
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Quaternion Powers
By Sobeit Void |
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The Physics of Racing Series, FAQ
By Brian Beckman |
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The Physics of Racing, Part 1: Weight Transfer
By Brian Beckman |
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The Physics of Racing, Part 2: Keeping Your Tires Stuck to the Ground
By Brian Beckman |
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The Physics of Racing, Part 3: Basic Calculations
By Brian Beckman |
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The Physics of Racing, Part 4: There Is No Such Thing as Centrifugal Force
By Brian Beckman |
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The Physics of Racing, Part 5: Introduction to the Racing Line
By Brian Beckman |
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The Physics of Racing, Part 6: Speed and Horsepower
By Brian Beckman |
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The Physics of Racing, Part 7: The Traction Budget
By Brian Beckman |
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The Physics of Racing, Part 8: Simulating Car Dynamics with a Computer Program
By Brian Beckman |
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The Physics of Racing, Part 9: Straights
By Brian Beckman |
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The Physics of Racing, Part 10: Grip Angle
By Brian Beckman |
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The Physics of Racing, Part 11: Braking
By Brian Beckman |
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The Physics of Racing, Part 12: CyberCar, Every Racer
By Brian Beckman |
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The Physics of Racing, Part 13: Transients - The Lost Episode
By Brian Beckman |
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The Physics of Racing, Part 14: Why Smoothness?
By Brian Beckman |
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The Physics of Racing, Part 15: Bumps In The Road
By Brian Beckman |
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The Physics of Racing, Part 16: RARS, A Simple Racing Simulator
By Brian Beckman |
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The Physics of Racing, Part 17:
By Brian Beckman |
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The Physics of Racing, Part 18:
By Brian Beckman |
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3D Matrix Mayhem
By Sami Hamlaoui |
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Visualizing Vector Addition
By Seumas McNally |
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Unraveling Bézier Splines
By Justin Reynen |
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A Simple Time-Corrected Verlet Integration Method
By Jonathan "lonesock" Dummer |
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The Matrix and Quaternions FAQ
By Andreas |
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Randomness without Replacement
By David Kennerly |
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Point in a poly
By Ken McElvain |
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Point in a poly II
By Cornelis Wessels |
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Fast 2D Line Intersection Algorithm
By Scott |
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Compressed Quantized Unit Vectors
By Rafael Baptista |
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Overview of Marching Cubes Algorithm
By Matthew Ward |
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Polygon to triangles
By Unknown Author |
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