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: Matrices II: Linear Transformations

    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...
  • Blog Post: Math Primer Series: Matrices I: Introduction and Basics Operations

      Few things are as ubiquitous in game and graphics programming as a matrix. In this installment of the math primer, we take a look at these structures, investigating not only their numerical significance, but also what they represent visually. Next time, we’ll see how to combine them with vectors...
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