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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

Math and Physics Archives

Math for Game Developers: Intro to Matrices UNDER REVIEW
By Jorge "BSVino" Rodriguez
Published 21 May 2013
Math for Game Developers: Advanced Vectors UNDER REVIEW
By Jorge "BSVino" Rodriguez
Published 30 April 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
The Physics of Racing Series, FAQ
By Brian Beckman
Published 07 January 2002
Real time deformation of solids, Part 2
By Pierre Rebours
Published 09 December 2001
Physics for Game Developers Chapter 6: Projectiles
By David M. Bourg
Published 28 November 2001
Bezier Patches
By Michael Skinner
Published 06 November 2001
Real time deformation of solids, Part 1
By Pierre Rebours
Published 27 August 2001
Fast Fourier Transforms
By Magmai Kai Holmlor
Published 19 March 2001
Three Dimensional Shading
By Lithium
Published 11 January 2001
Three Dimensional Rotations
By Lithium
Published 11 January 2001
Higher Accuracy Quantized Normals
By Raphael Baptista
Published 08 December 2000
Simple Bounding-Sphere Collision Detection
By Oleg Dopertchouk
Published 12 November 2000
Do We Really Need Quaternions?
By Diana Gruber
Published 11 September 2000
Compressed Quantized Unit Vectors
By Rafael Baptista
Published 21 August 2000
Visualizing Vector Addition
By Seumas McNally
Published 17 July 2000
3D Matrix Mayhem
By Sami Hamlaoui
Published 12 July 2000
Quaternion Powers
By Sobeit Void
Published 06 July 2000
3D Vectors
By Jeff Weeks
Published 05 July 2000
Unraveling Bézier Splines
By Justin Reynen
Published 05 January 2000

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