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Math and Physics Archives

3D Matrix Math Demystified
By Seumas McNally
Published 08 September 1999
Quaternion Powers
By Sobeit Void
Published 06 July 2000
Matrix Math
By Jeff Weeks
Published 02 December 1999
Do We Really Need Quaternions?
By Diana Gruber
Published 11 September 2000
A Verlet based approach for 2D game physics
By Benedikt Bitterli
Published 19 November 2009
Simple Bounding-Sphere Collision Detection
By Oleg Dopertchouk
Published 12 November 2000
A Simple Quaternion-based Camera
By Robert Crossland
Published 21 September 2003
Vectors and Matrices: A Primer
By Phil Dadd
Published 04 June 2002
Beat Detection Algorithms
By Frédéric Patin
Published 07 June 2003
Math for Game Developers: Quaternions
By Jorge "BSVino" Rodriguez
Published 21 August 2013
The Matrix and Quaternions FAQ
By Andreas
Published 11 February 2002
2D Car Physics
By Matt Kincaid
Published 14 December 2007
Math for Game Developers: Intro to Matrices
By Jorge "BSVino" Rodriguez
Published 05 August 2013
Practical use of Vector Math in Games
By Nercury
Published 18 March 2013
Problem Solving Using Vectors
By James Lambert
Published 23 December 2013
3D Vectors
By Jeff Weeks
Published 05 July 2000
Practical Guide to Bezier Curves
By Tim Bright
Published 07 November 2013
Math for Game Developers: Geometry Testing
By Jorge "BSVino" Rodriguez
Published 30 January 2014
Math for Game Developers: Advanced Matrices
By Jorge "BSVino" Rodriguez
Published 24 September 2013
Making a Game Engine: Transformations
By James Lambert
Published 15 February 2014
Fast 2D Line Intersection Algorithm
By Scott
Published 16 July 1999
Math for Game Developers: Intro to Vectors
By Jorge "BSVino" Rodriguez
Published 26 April 2013
Unraveling Bézier Splines
By Justin Reynen
Published 05 January 2000
2. Motion Along a Straight Line
By Michael Tanczos
Published 06 August 1999
Math for Game Developers: Advanced Vectors
By Jorge "BSVino" Rodriguez
Published 07 August 2013
Gravity FAQ
By Edgar Roman
Published 08 September 1999
Math for Game Developers: Fragment Shaders
By Jorge "BSVino" Rodriguez
Published 26 March 2014
Overview of Marching Cubes Algorithm
By Matthew Ward
Published 16 July 1999
Intersection Math & Algorithms - Learn to Derive
By Vilem Otte
Published 17 April 2013
A Simple Time-Corrected Verlet Integration Method
By Jonathan "lonesock" Dummer
Published 06 February 2005
Advanced Intersection Test Methods
By Tim Bright
Published 21 January 2014
Math for Game Developers: Triangle Meshes
By Jorge "BSVino" Rodriguez
Published 07 February 2014
Vectors and Matrices: A Primer
By Phil Dadd
Published 26 April 2013
Randomness without Replacement
By David Kennerly
Published 16 February 2005
Simple but Effective Collisions Part 1: Radial Collision Handling UNDER REVIEW
By George Kristiansen
Published 29 May 2013
5. Force and Motion
By David Baird
Published 06 August 1999
Polygon to triangles
By Unknown Author
Published 16 July 1999
Matrix Inversion using LU Decomposition
By Tim Bright
Published 25 April 2014
Opposing Face Geometry
By Eli Kara
Published 18 February 2004
Three Dimensional Rotations
By Lithium
Published 11 January 2001
Practical Guide to Bezier Surfaces
By Tim Bright
Published 11 July 2013
Bezier Patches
By Michael Skinner
Published 06 November 2001
Visualizing Vector Addition
By Seumas McNally
Published 17 July 2000
Real time deformation of solids, Part 1
By Pierre Rebours
Published 27 August 2001
4. Motion in Two and Three Dimensions
By Randy Trulson
Published 06 August 1999
The Physics of Racing, Part 1: Weight Transfer
By Brian Beckman
Published 07 January 2002
Fast Fourier Transforms
By Magmai Kai Holmlor
Published 19 March 2001
The Physics of Racing, Part 18:
By Brian Beckman
Published 07 January 2002
Real time deformation of solids, Part 2
By Pierre Rebours
Published 09 December 2001
Compressed Quantized Unit Vectors
By Rafael Baptista
Published 21 August 2000

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