Author Archives: rezanourai

Building a 2D physics engine, Part 2 – shapes and collisions

Last time we discussed the basics of linear motion. In this post, we’ll talk about the basics of assigning shapes and detecting collisions between these shapes. But before we do that, a quick aside: It took me longer to get … Continue reading

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Building a 2D physics engine, Part 1 – Basic motion

Let’s kick off this series with some basics, and walk through the design & approach used. I’m assuming that everyone is familiar with the math concepts I’ve covered in the past, so I won’t dwell too heavily on the details … Continue reading

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Building a 2D physics engine, Part 0 – Introduction

When I first started this blog several years ago, one of the goals was to put together a detailed walkthrough or tutorial for building a simple physics engine. Unfortunately, it’s now several years later and that tutorial hadn’t shown up, … Continue reading

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Github repository for the blog

I’ve created a github repository to host code accompanying this blog, located at https://github.com/rezanour/blog. I will be (finally!) starting a step by step walkthrough to building a basic physics engine, and the code samples will be coming directly from a … Continue reading

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Common gotchas when adding VR support to existing rendering engines

Many virtual reality games, at least in the short term, will be based on current rendering systems on the market today. On the one hand, this is a good thing in that it allows people to create compelling content quickly. … Continue reading

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New beginnings

After nearly a decade, last week was my last week at Microsoft. I’ve decided to join Oculus VR and help them make consumer virtual reality successful. The reason I learned graphics and game programming in the first place was to … Continue reading

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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

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