Bézier Path Algorithms

This tutorial provides some algorithms useful for working with Bézier curves: determining the length of a piece of curve; interpolating a set of points with a Bézier path; and reducing a large point set to a smooth Bézier curve.

 
Bézier Curves for your Games: A Tutorial

A Bézier curve is a type of curve that is easy to use, and can describe many shapes. This guide gives instructions for implementing algorithms for using Bézier curves in your games.

Aug 252009
 
Basic Vector Recipes

This tutorial covers basic algorithms with vectors.

Aug 122009
 
Vector Fundamentals

Geometry plays a central role in game programming, underlying not only graphics, but also physics and spatial AI. A lot has happened since geometry was first formalised by the Greeks more than two thousand years ago, most notably the invention of coordinates and vectors. These inventions are indispensible for doing geometry on machines (at least, [...]

 
Basic Collision Detection in 2D - Part 2

This article originally appeared in Dev.Mag Issue 29, released in February 2009. Last month we covered some of the very basic ways of testing whether object A hits object B. But, while the techniques we covered could quite likely take you very far, you’ll inevitably encounter a time when they simply aren’t enough. So this [...]

 
Basic Collision Detection in 2D - Part 1

This article originally appeared in Dev.Mag Issue 28, released in January 2009. Almost every video game needs to respond to objects touching each other in some sense, a practice commonly known as collision detection. Whether it’s simply to prevent the player character from walking through the walls of your maze with a simple collision grid [...]

Mar 242009
 
Trigonometry: Part 3

This article originally appeared in Dev.Mag Issue 16, released in August 2007 Welcome back, fellow coders! Prepare yourselves for the final, bumper episode of the Trig Trilogy, where I cover a whole lot of awesome trig techniques for your game-making pleasure. We’ve got a lot to cover, so let’s jump right in. It’s time for [...]

Mar 242009
 
Trigonometry: Part 2

This article originally appeared in Dev.Mag Issue 12, released in July 2007 Previously… Last issue we covered the core principles of trigonometry and learned how to use these to calculate unknown sides in a triangle. Well, I hope you’re rested and ready Commander, because we’ll be jumping straight back in with another essential technique – [...]

Mar 242009
 
Trigonometry: Part 1

This article originally appeared in Dev.Mag Issue 14, released in June 2007. Trigonometry. The mere mention of it strikes terror into the minds of bewildered high school students. Confusing ratios, bizarre diagrams, trying to find the sine of the cosine of the tangent of theta – many people struggle to wrap their minds around it [...]

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