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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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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 III: Affine Transformations and Matrices
Reza Nourai - MSFT
We’ve seen matrices used as representations of a basis, and we’ve seen them used as linear transformations, but what else can we do with them? So far, we’ve only been able to use matrices to transform vectors from one vector space to another. What about points and vectors in an affine space? There is...
on
20 Nov 2011
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
Blog Post:
Math Primer Series: Intro, Notation, and References
Reza Nourai - MSFT
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...
on
18 May 2011
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