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Reza Nourai's Game Development Ramblings
Random discussions about game development. Particularly math, physics, collision detection/response, and performance.
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Affine
Affine Combination
affine transformation
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game physics
Linear
linear transformation
Linearly Independent
Math
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physics engine
Point in Triangle
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rotation
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Blog Post:
Math Primer Series: Rotation Representations and Quaternions
Reza Nourai - MSFT
We saw the power and usefulness of transforms in the previous primer posts, and we’ll be using them quite a bit in our discussions of physics and graphics. One of the first tasks we’ll need to do is determine how to represent our transformations in code. We’re going to be creating, manipulating, and...
on
29 Apr 2012
Blog Post:
Math Primer Series: Matrices II: Linear Transformations
Reza Nourai - MSFT
In the last installment of the math primer series, we looked at the basics of matrices. Today, we’ll take a look at using matrices for linear transformations, which are one of the most common uses of matrices in games. But, before we dive into linear transformations, let’s take a quick look at what a...
on
2 Oct 2011
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