Media Summary: Our box-line intersection algorithm needs to be We take a break from character movement this week and look at firing a We need to get our laser weapon to intersect with the floor, so we do a line plane intersection to simulate that. We use a trick ...

Math For Game Developers Updated Bullet Collisions Coordinate Systems - Detailed Analysis & Overview

Our box-line intersection algorithm needs to be We take a break from character movement this week and look at firing a We need to get our laser weapon to intersect with the floor, so we do a line plane intersection to simulate that. We use a trick ... In this video we figure out a computationally efficient method for determining if a point lies within a triangle. C# code for the ... wherein we develop an inverse matrix that will take us from global back to local This video briefly explains what Vectors are and how they can be used in a

I recently added Separating Axis Theorem to my Bonus video! Using dot product to do some projections so we can implement You can find the roots of crazy complex functions quickly using Newton's Method, as long as you have a good starting point. In this 2015 GDC tutorial, SMU Guildhall's Squirrel Eiserloh provides helpful tips on using Homogeneous Placing props with different positions scalings and rotations by creating a TRS matrix that does all three at once. Find the source ... The intersection between a ray and a triangle is a fundamental problem in 3d graphics and

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Math for Game Developers - Updated Bullet Collisions (Coordinate Systems)
Math for Game Developers - Bullet Collision (Vector/AABB Intersection)
Math for Game Developers - Bullet Collision Part 3 (Line/Plane Intersection)
Gamedev Maths: point in triangle
Math for Game Developers - Updated Bullet Collisions Part 2 (Matrix Inversions)
Game Math Theory - VECTORS
How 2D Game Collision Works (Separating Axis Theorem)
Math for Game Developers - Bullet Whizzes (Projections)
Math for Game Developers - Crazy Collisions (Newton's Method)
Math for Game Programmers: Understanding Homogeneous Coordinates
Math for Game Developers - Prop Positioning (TRS Matrices)
Math for Game Developers - Character Movement (Points and Vectors)
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Math for Game Developers - Updated Bullet Collisions (Coordinate Systems)

Math for Game Developers - Updated Bullet Collisions (Coordinate Systems)

Our box-line intersection algorithm needs to be

Math for Game Developers - Bullet Collision (Vector/AABB Intersection)

Math for Game Developers - Bullet Collision (Vector/AABB Intersection)

We take a break from character movement this week and look at firing a

Math for Game Developers - Bullet Collision Part 3 (Line/Plane Intersection)

Math for Game Developers - Bullet Collision Part 3 (Line/Plane Intersection)

We need to get our laser weapon to intersect with the floor, so we do a line plane intersection to simulate that. We use a trick ...

Gamedev Maths: point in triangle

Gamedev Maths: point in triangle

In this video we figure out a computationally efficient method for determining if a point lies within a triangle. C# code for the ...

Math for Game Developers - Updated Bullet Collisions Part 2 (Matrix Inversions)

Math for Game Developers - Updated Bullet Collisions Part 2 (Matrix Inversions)

wherein we develop an inverse matrix that will take us from global back to local

Sponsored
Game Math Theory - VECTORS

Game Math Theory - VECTORS

This video briefly explains what Vectors are and how they can be used in a

How 2D Game Collision Works (Separating Axis Theorem)

How 2D Game Collision Works (Separating Axis Theorem)

I recently added Separating Axis Theorem to my

Math for Game Developers - Bullet Whizzes (Projections)

Math for Game Developers - Bullet Whizzes (Projections)

Bonus video! Using dot product to do some projections so we can implement

Math for Game Developers - Crazy Collisions (Newton's Method)

Math for Game Developers - Crazy Collisions (Newton's Method)

You can find the roots of crazy complex functions quickly using Newton's Method, as long as you have a good starting point.

Math for Game Programmers: Understanding Homogeneous Coordinates

Math for Game Programmers: Understanding Homogeneous Coordinates

In this 2015 GDC tutorial, SMU Guildhall's Squirrel Eiserloh provides helpful tips on using Homogeneous

Math for Game Developers - Prop Positioning (TRS Matrices)

Math for Game Developers - Prop Positioning (TRS Matrices)

Placing props with different positions scalings and rotations by creating a TRS matrix that does all three at once. Find the source ...

Math for Game Developers - Character Movement (Points and Vectors)

Math for Game Developers - Character Movement (Points and Vectors)

This is the first

Math for Game Developers - Ray Triangle Intersection

Math for Game Developers - Ray Triangle Intersection

The intersection between a ray and a triangle is a fundamental problem in 3d graphics and