Sign in
Reza Nourai's Game Development Ramblings
Random discussions about game development. Particularly math, physics, collision detection/response, and performance.
Tags
Affine
Affine Combination
affine transformation
Barycenter
Barycentric
Basis
Collision
Combination
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
Triangle
Vector
Vector Operations
Vectors
Browse by Tags
MSDN Blogs
>
Reza Nourai's Game Development Ramblings
>
All Tags
>
rotation
Tagged Content List
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
Page 1 of 1 (2 items)