# Reza Nourai's Game Development Ramblings

Random discussions about game development. Particularly math, physics, collision detection/response, and performance.

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• #### Blog Post: Math Primer Series: Rotation Representations and Quaternions

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...
• #### Blog Post: Math Primer Series: Vectors II: Vector Operations

In the last installment of this math primer, we looked at the difference between points and vectors. Today, we’ll dive a little bit deeper into vectors, and the specific operations we can perform on them. More importantly, we’ll take a look at the geometric significance of the many operations...
• #### Blog Post: Math Primer Series: Vectors I: Points vs. vectors

Some math and physics libraries contain separate data types to represent points and vectors. I’ve seen many people become confused by this, since more commonly packages use vectors exclusively for everything. What’s going on here? Why have 2 separate types? Well, the answer is quite simple. Strictly...
• #### Blog Post: Math Primer Series: Intro, Notation, and References

This is the first part of a multi-part primer and reference for the math we’ll be using extensively throughout this blog. If you’ve been around game or graphics programming for any length of time, you’re probably at least somewhat familiar with many of these topics. However, you might...
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