Monthly Archives: September 2011
I’m going to be out of town on September 27-30, 2011 presenting two papers at GAMEON-NA, so here are videos of the lectures that I would have given to my Game Math and Physics class at the University of North … Continue reading
In a previous post I described how to tell whether two axially aligned bounding boxes (AABB’s) intersected. The solution was presented as a process of elimination: if box A is to the left of B, to the the right of … Continue reading
Questions asked on job interviews also make for interesting blog post topics. (And very rarely, they are also practical!) This post discusses one of my favorite interview questions: “How can you tell if two axially-aligned 2D boxes intersect?” The adjective … Continue reading
Here’s why programmers don’t need to remember the details of rotating around an arbitrary axis: Rotations are closed under composition. All you need to do is compose rotations around the object’s cardinal axes.
Remember, while we may draw vectors at a particular position (for example with their tails at the origin), they really don’t have a sense of place. All they have is a magnitude and a direction. If you’re unclear on the … Continue reading
I have lecture notes for all except the last 3 chapters, but I’m not quite ready to release them yet. I’m alpha-testing them in my Game Math and Physics class (see http://larc.unt.edu/ian/classes/fall11/csce4215/) to make sure that they’re just right. More … Continue reading
Preorder it right now!