Tag Archives: Math

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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Barycentric Coordinates and Point in Triangle Tests

Migrated from http://blogs.msdn.com/b/rezanour 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 … Continue reading

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