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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)My Game Math & Game Physics Series
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Allen Chou
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« on: April 11, 2015, 06:48:35 PM »

Hi, all:

I would like to share with you my on-going series on game math and game physics. Feel free to suggest any topic you are interested in. Smiley

Here are the latest two posts in the game math series I just finished this week:

Precise Control over Numeric Springing

Numeric Springing Examples


And here's the full list of the game math and game physics series:


Game Math Series

Vector Math

“Cross Product” of 2D Vectors

Linear Algebra

Alternate Views on Matrix Multiplication

How to Eyeball The Inverse of A Matrix

Block Matrices

Quaternions

Quaternion Basics

Quaternion Implementations

Interpolating Quaternions with Circular Blending

Curves

Approximation with Polynomial Curves

Faster Sine & Cosine with Polynomial Curves

Faster Re-Normalization of Unit Vectors

Procedural Animation

Precise Control over Numeric Springing

Numeric Springing Examples

More on Numeric Springing


Game Physics Series

Introduction & Acknowledgements

Motion Dynamics

Fundamentals

Implementations

Broadphase

Overview

Dynamic AABB Tree

Collision Detection

CSO & Support Function

GJK (The Gilbert-Johnson-Keerthi Algorithm)

Contact Generation – EPA (Expanding Polytope Algorithm)

Resolution

Constraints & Sequential Impulse

Contact Constraints

Stability

Slops

Warm Starting

Misc.

Implementing Support Function for Polyhedrons using Half Edges.

Updating AABBs for Polyhedrons


I hope you find these series helpful and enjoy them. Smiley
« Last Edit: April 28, 2015, 11:10:48 AM by Allen Chou » Logged

BorisTheBrave
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« Reply #1 on: April 12, 2015, 07:14:55 AM »

Very cool
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Kolo
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« Reply #2 on: April 17, 2015, 01:08:20 PM »

Allen, you're popping up everywhere! Thanks for these.
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Allen Chou
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« Reply #3 on: April 17, 2015, 05:19:52 PM »

Haha. I just discovered and joined TIGForums.
Thought I would start by sharing my stuff Smiley
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Sigma
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« Reply #4 on: April 27, 2015, 09:39:54 PM »

good one thanks!!!
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fractilegames
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« Reply #5 on: April 27, 2015, 10:07:50 PM »

This looks like a really useful resource, thanks!
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J-Snake
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« Reply #6 on: April 29, 2015, 10:57:54 AM »

Can I ask you something, Allen. Do you guys at Naughty Dog use integers(fixed point format) or floats to represent space, positional values of objects?
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Independent game developer with an elaborate focus on interesting gameplay, rewarding depth of play and technical quality.<br /><br />Trap Them: http://store.steampowered.com/app/375930
Allen Chou
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« Reply #7 on: April 29, 2015, 11:08:54 AM »

Can I ask you something, Allen. Do you guys at Naughty Dog use integers(fixed point format) or floats to represent space, positional values of objects?

We use floats.

[EDIT]

Well, technically __m128 vectors.
« Last Edit: April 29, 2015, 11:14:10 AM by Allen Chou » Logged

Sgt. Pepper
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« Reply #8 on: April 29, 2015, 02:07:06 PM »

Woah. I think my mind just got blown,  Droop
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J-Snake
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« Reply #9 on: April 29, 2015, 03:17:33 PM »

Can I ask you something, Allen. Do you guys at Naughty Dog use integers(fixed point format) or floats to represent space, positional values of objects?

We use floats.

[EDIT]

Well, technically __m128 vectors.
Ok, thought so. I guess it is the easy way out for everyone at the expense of mechanical consistency.
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Independent game developer with an elaborate focus on interesting gameplay, rewarding depth of play and technical quality.<br /><br />Trap Them: http://store.steampowered.com/app/375930
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