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Math and Physics Archives

PID Control of Physics Bodies UNDER REVIEW
By James Wucher
Published 03 November 2014
Shooting At Stuff
By James Wucher
Published 15 November 2014
Capsule Inertia Tensor UNDER REVIEW
By Bojan Lovrovic
Published 01 December 2014
Math for Game Developers: Calculus
By Jorge "BSVino" Rodriguez
Published 10 October 2014
Matrix Inversion using LU Decomposition
By Tim Bright
Published 25 April 2014
Math for Game Developers: Fragment Shaders
By Jorge "BSVino" Rodriguez
Published 26 March 2014
Making a Game Engine: Transformations
By James Lambert
Published 15 February 2014
Math for Game Developers: Triangle Meshes
By Jorge "BSVino" Rodriguez
Published 07 February 2014
Math for Game Developers: Geometry Testing
By Jorge "BSVino" Rodriguez
Published 30 January 2014
Advanced Intersection Test Methods
By Tim Bright
Published 21 January 2014
Math for Game Developers: Advanced Matrices
By Jorge "BSVino" Rodriguez
Published 24 September 2013
Math for Game Developers: Quaternions
By Jorge "BSVino" Rodriguez
Published 21 August 2013
Towards a Simpler, Stiffer, and more Stable Spring
By Michael Schmidt Nissen
Published Yesterday, 01:53 AM
Practical Guide to Bezier Surfaces
By Tim Bright
Published 11 July 2013
Practical Guide to Bezier Curves
By Tim Bright
Published 07 November 2013
Simple but Effective Collisions Part 1: Radial Collision Handling
By George Kristiansen
Published 15 August 2014
Problem Solving Using Vectors
By James Lambert
Published 23 December 2013
Math for Game Developers: Intro to Matrices
By Jorge "BSVino" Rodriguez
Published 05 August 2013
Math for Game Developers: Advanced Vectors
By Jorge "BSVino" Rodriguez
Published 07 August 2013
Math for Game Developers: Intro to Vectors
By Jorge "BSVino" Rodriguez
Published 26 April 2013
Vectors and Matrices: A Primer
By Phil Dadd
Published 26 April 2013
Intersection Math & Algorithms - Learn to Derive
By Vilem Otte
Published 17 April 2013
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
2D Car Physics
By Matt Kincaid
Published 14 December 2007
Randomness without Replacement
By David Kennerly
Published 16 February 2005
A Simple Time-Corrected Verlet Integration Method
By Jonathan "lonesock" Dummer
Published 06 February 2005
Opposing Face Geometry
By Eli Kara
Published 18 February 2004
A Simple Quaternion-based Camera
By Robert Crossland
Published 21 September 2003
Beat Detection Algorithms
By Frédéric Patin
Published 07 June 2003
Vectors and Matrices: A Primer
By Phil Dadd
Published 04 June 2002
The Matrix and Quaternions FAQ
By Andreas
Published 11 February 2002
The Physics of Racing, Part 18:
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 17:
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 16: RARS, A Simple Racing Simulator
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 15: Bumps In The Road
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 14: Why Smoothness?
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 13: Transients - The Lost Episode
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 12: CyberCar, Every Racer
By Brian Beckman
Published 07 January 2002
The Physics of Racing, Part 11: Braking
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 9: Straights
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 7: The Traction Budget
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 5: Introduction to the Racing Line
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 3: Basic Calculations
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 1: Weight Transfer
By Brian Beckman
Published 07 January 2002

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