Capsule Collision Detection Tutorial
Collision detection between a Capsule and a Line Segment and a Capsule and a Capsule. Prerequisite: Linear Algebra (Ve…
105 tutorials
Collision detection between a Capsule and a Line Segment and a Capsule and a Capsule. Prerequisite: Linear Algebra (Ve…
In this video, I demonstrate how to detect collisions between a static sphere, planes, and polygons — a core concept in…
The following is one of my lessons/labs in a class that I used to teach on programming animations. I hope that it will…
How to implement a third person "over the shoulder" camera from scratch. These are engine agnostic mathematical mechani…
Designing a physics engine, with a video that covers the article in 5 mins
In this tutorial I want to quickly show how to set-up a platforms which will fall down when you jump on it using Unity …
In this tutorial I want to quickly show how to set-up moving platforms using Unity + Playmaker without any coding neces…
Practical guide on how you can become a better games programmer with vector maths.
mpbeauj
Ray-triangle intersection method explained geometrically in hopes to provide an intuitive explanation.
The world's first linear algebra book with fully interactive figures.
GameDev.net
Article from Wired in 2010. You know the game, I know you know. Angry Birds. I have an attraction to games like this. B…
GameDev.net
An article to help fellow developer to understand how constraint resolution work in physics engine.
Video tutorial for coding physics from scratch.
Calculating the coefficients needed to use the Coulomb friction model in physics simulations
Jorge returns with another series of his popular YouTube videos, covering AI techniques to make your agents smarter abo…
Some algorithms to get you started should you opt to ditch the libraries & do it yourself.
Tom Novelli
How do you compute where you have to aim to hit a moving target with a finite-speed projectile? This is a common questi…
A presentation on 2D transforms with interactive animations.
YouTube series for beginners explaining various mathematical concepts as applied to game development
A really cool way to simulate large numbers of particles with path constraints *without* using springs.
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