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Monthly Archives: June 2014
Math Primer Series: Rotation Representations and Quaternions
Migrated from http://blogs.msdn.com/b/rezanour 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 … Continue reading
Math Primer Series: Matrices III: Affine Transformations and Matrices
Migrated from http://blogs.msdn.com/b/rezanour 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 … Continue reading
Math Primer Series: Matrices II: Linear Transformations
Migrated from http://blogs.msdn.com/b/rezanour 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 … Continue reading
Intro to Physics in Games
Migrated from http://blogs.msdn.com/b/rezanour 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 … Continue reading
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Tagged Collision, Collision Detection, Physics
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Math Primer Series: Matrices I: Introduction and Basics Operations
Migrated from http://blogs.msdn.com/b/rezanour 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 … Continue reading
Math Primer Series: Vectors III: Affine Spaces, Linear and Affine Combinations
Migrated from http://blogs.msdn.com/b/rezanour In this chapter of our primer, we’ll examine affine spaces, and see what affine and linear combinations are. Furthermore, we can use these concepts to define some other related concepts, such as affine and linear dependency. Affine … Continue reading