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Math and Physics Archives

Three Dimensional Shading
By Lithium
Published 11 January 2001
Math for Game Developers: Advanced Vectors
By Jorge "BSVino" Rodriguez
Published 07 August 2013
Math for Game Developers: Intro to Matrices
By Jorge "BSVino" Rodriguez
Published 05 August 2013
Math for Game Developers: Fragment Shaders
By Jorge "BSVino" Rodriguez
Published 26 March 2014
Math for Game Developers: Advanced Matrices
By Jorge "BSVino" Rodriguez
Published 24 September 2013
Bezier Patches
By Michael Skinner
Published 06 November 2001
Problem Solving Using Vectors
By James Lambert
Published 23 December 2013
Matrix Inversion using LU Decomposition UNDER REVIEW
By Tim Bright
Published Yesterday, 05:57 AM
Quaternion Powers
By Sobeit Void
Published 06 July 2000
The Physics of Racing Series, FAQ
By Brian Beckman
Published 07 January 2002
Simple but Effective Collisions Part 1: Radial Collision Handling UNDER REVIEW
By George Kristiansen
Published 29 May 2013
Practical Guide to Bezier Curves
By Tim Bright
Published 07 November 2013
Practical Guide to Bezier Surfaces
By Tim Bright
Published 11 July 2013
Matrix Math
By Jeff Weeks
Published 02 December 1999
Unraveling Bézier Splines
By Justin Reynen
Published 05 January 2000
Practical use of Vector Math in Games
By Nercury
Published 18 March 2013
A Verlet based approach for 2D game physics
By Benedikt Bitterli
Published 19 November 2009
Beat Detection Algorithms
By Frédéric Patin
Published 07 June 2003
Fast 2D Line Intersection Algorithm
By Scott
Published 16 July 1999
Overview of Marching Cubes Algorithm
By Matthew Ward
Published 16 July 1999
Do We Really Need Quaternions?
By Diana Gruber
Published 11 September 2000
Real time deformation of solids, Part 1
By Pierre Rebours
Published 27 August 2001
Gravity FAQ
By Edgar Roman
Published 08 September 1999
3D Matrix Math Demystified
By Seumas McNally
Published 08 September 1999
Advanced Intersection Test Methods
By Tim Bright
Published 21 January 2014
Math for Game Developers: Geometry Testing
By Jorge "BSVino" Rodriguez
Published 30 January 2014
Math for Game Developers: Triangle Meshes
By Jorge "BSVino" Rodriguez
Published 07 February 2014
Intersection Math & Algorithms - Learn to Derive
By Vilem Otte
Published 17 April 2013
Math for Game Developers: Quaternions
By Jorge "BSVino" Rodriguez
Published 21 August 2013
Making a Game Engine: Transformations
By James Lambert
Published 15 February 2014
Vectors and Matrices: A Primer
By Phil Dadd
Published 26 April 2013
Three Dimensional Rotations
By Lithium
Published 11 January 2001
Math for Game Developers: Intro to Vectors
By Jorge "BSVino" Rodriguez
Published 26 April 2013
2D Car Physics
By Matt Kincaid
Published 14 December 2007
Vectors and Matrices: A Primer
By Phil Dadd
Published 04 June 2002
Physics for Game Developers Chapter 6: Projectiles
By David M. Bourg
Published 28 November 2001
3D Vectors
By Jeff Weeks
Published 05 July 2000
Real time deformation of solids, Part 2
By Pierre Rebours
Published 09 December 2001
Fast Fourier Transforms
By Magmai Kai Holmlor
Published 19 March 2001
The Physics of Racing, Part 1: Weight Transfer
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 2: Keeping Your Tires Stuck to the Ground
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 3: Basic Calculations
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 4: There Is No Such Thing as Centrifugal Force
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 5: Introduction to the Racing Line
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 6: Speed and Horsepower
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 7: The Traction Budget
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 8: Simulating Car Dynamics with a Computer Program
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 9: Straights
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 10: Grip Angle
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 11: Braking
By Brian Beckman
Published 07 January 2002

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