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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
Barycenter
Barycentric
Basis
Collision
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Cross Product
Dot Product
game physics
Linear
linear transformation
Linearly Independent
Math
Matrices
Matrix
Matrix Operations
Physics
physics engine
Point in Triangle
Points
Quaternions
rotation
scale
Simplex
transformation
Transpose
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Blog Post:
More posts coming, magazine article published!
Reza Nourai - MSFT
I apologize for the lack of updates in a while, but things have been pretty busy at work. I’m working on a new post and I’d love to get some feedback on what topics people want to see most in the future. Topics I have planned: Finish the math primer (rotations & quaternions) Collision detection infrastructure...
on
22 Apr 2012
Blog Post:
Intro to Physics in Games
Reza Nourai - MSFT
I’ve decided to try something a bit different and mix in physics posts while I wrap up the math primer. Many of you might be more interested in the physics, or may already be familiar with the math topics, so this gives me a chance to have something for everyone. Today, we’ll look at some of the core...
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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