Category Archives: Math

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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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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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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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

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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

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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

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