• # Math and Physics

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Resources for mathematics and physics that relate to game development, including collisions and algorithms

## 89 articles in this category

1. #### Combining Material Friction and Restitution Values

Peter Stock Calculating the coefficients needed to use the Coulomb friction model in physics simulations
• 1 comment
• 26147 views
2. #### Math for Game Developers: Graphs and Pathfinding

Jorge "bsvino" Rodriguez Jorge returns with another series of his popular YouTube videos, covering AI techniques to make your agents smarter about moving around your game world
• 23550 views
3. #### DIY 2D Vector Physics

Tom Novelli Some algorithms to get you started should you opt to ditch the libraries & do it yourself.
• 13361 views

Álvaro Begué How do you compute where you have to aim to hit a moving target with a finite-speed projectile? This is a common question on gamedev.net's forums. This article presents a procedure to solve this problem and some variations thereof.
• 29343 views
5. #### 2D Transforms 101

Sundaram Ramaswamy A presentation on 2D transforms with interactive animations.
• 25302 views
6. #### Math for Game Developers: Advanced Vectors

Jorge "bsvino" Rodriguez YouTube series for beginners explaining various mathematical concepts as applied to game development
• 30785 views
7. #### Particle Systems using Constrained Dynamics

Tim Bright A really cool way to simulate large numbers of particles with path constraints *without* using springs.
• 28435 views
8. #### Math for Game Developers: Probability and Randomness

Jorge "bsvino" Rodriguez YouTube series for beginners explaining various mathematical concepts as applied to game development
• 23501 views
9. #### PID Control of Physics Bodies

James Wucher Once you bite the bullet and decide to use a physics engine for your game pieces, you are going to have to come to terms with making them move naturally. Getting a handle on handling forces to make things "turn" can be a psychotic episode in the making. Instead, do what the engineers do in the real world and use a PID control loop.
• 24264 views
10. #### Capsule Inertia Tensor

Bojan Lovrovic This article tries to simplify the math behind calculating inertia tensor of a cylinder as much as possible without skipping on any important details. Implementation in C/C++ is presented at the end.
• 15019 views
11. #### Towards a Simpler, Stiffer, and more Stable Spring 1 2

Michael Schmidt Nissen (H4Tt3N) In this article we will look at a modified spring equation that is very easy to tune, displays maximum possible stiffnes and damping, and is guaranteed to keep any spring system stable under all conditions. The equation is tailored for 1st order symplectic Euler integration and impulse based simulation.
• 17208 views
12. #### Shooting At Stuff

James Wucher You never shoot directly at a moving target. You shoot at where the target is going to be when your shot gets there. Millions of years of biology make it easy for predators. Turns out it's pretty easy for computers as well...if you know the math.
• 19865 views
13. #### Math for Game Developers: Calculus

Jorge "bsvino" Rodriguez The popular series continues with applications for calculus as related to game development
• 30376 views
14. #### Simple but Effective Collisions Part 1: Radial Collision Handling

George Kristiansen Smooth collision detection is a requirement for any game, whether you're running around in an FPS or landing a spacecraft on the Moon. This article talks through the first of two methods for implementing simple collision detection for objects commonly encountered in games. It will use DirectX syntax, but it is easy enough to apply to other APIs.
• 16725 views
15. #### Matrix Inversion using LU Decomposition

• 43477 views
16. #### Math for Game Developers: Fragment Shaders

Jorge "bsvino" Rodriguez A series of videos on the mathematics behind shaders, covering topics including normal mapping, lambertian surfaces, specularity, sprite lamp normal generation and fog
• 15983 views
17. #### Making a Game Engine: Transformations

James Lambert Any graphical game needs a way to place objects on the screen, move them, rotate them, and even grow or shrink them. Transformation matrices offer a very elegant solution to this problem.
• 31600 views
18. #### Math for Game Developers: Triangle Meshes

Jorge "bsvino" Rodriguez
• 15063 views
19. #### Math for Game Developers: Geometry Testing

Jorge "bsvino" Rodriguez Learn the math behind firing a bullet and detecting collisions in a scene with the line/box intersection algorithm
• 18867 views
20. #### Advanced Intersection Test Methods

Tim Bright This advanced article on intersection tests is primarily about curve intersection, but it also contains useful information for primitive intersection tests, such as point-line, line-line, and line-circle. These can be extended to 3D primitives as well.
• 15633 views
21. #### Problem Solving Using Vectors

James Lambert Anybody who has dealt with rotating sprites probably has dealt with angles. Representing a sprite's rotation as an angle makes certain operations, such as rotating towards another angle, much more complicated than it should be. There is a better way. Use unit vectors.
• 21350 views
22. #### Practical Guide to Bezier Curves

Tim Bright There's a lot about the basics of Bezier curves around, but how about actually using them? This will show a few new things about Bezier curves, a few techniques in coding up curves, and serve as a primer for Bezier surfaces and B-splines.