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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
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
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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:
Barycentric Coordinates and Point in Triangle Tests
Reza Nourai - MSFT
I know it’s been a little while since my last post, and I apologize. I’ll try and keep the posts a little more frequent moving forward. In the last post, we briefly encountered barycentric coordinates and loosely defined them as the coefficients of an affine combination. While that’s...
on
7 Aug 2011
Blog Post:
Math Primer Series: Vectors II: Vector Operations
Reza Nourai - MSFT
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...
on
1 Jun 2011
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