
Recent Posts
Recent Comments
Archives
Categories
Meta
Tags
 2D physics
 Affine
 Affine Space
 Barycentric
 code samples
 Collision
 Collision Detection
 github repository
 Graphics
 Linear Algebra
 LOD
 Math
 Matrix
 Oculus VR
 Physics
 physics engine
 Point
 Quaternion
 rendering pipeline
 Rotation
 step by step
 Transform
 Triangle
 tutorial
 Vector
 virtual reality
 virtual worlds
 VR
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
Posted in Math, Physics, Physics & Collision Detection, Tutorial
Tagged 2D physics, Collision, Collision Detection, physics engine, tutorial
Leave a comment
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
Posted in Math, Physics, Physics & Collision Detection, Tutorial
Tagged 2D physics, code samples, Collision, Collision Detection, Math, Physics, physics engine
Leave a comment
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
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
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