This article originally appeared in Dev.Mag Issue 29, released in February 2009. Game Development. The words have a way of sending a flurry of mathematical equations and complex code lines swirling through one’s head; after all, it’s exactly that which drives a game forward, isn’t it? – having your logical […]
Development
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 […]
Trigonometry: Part 3
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 […]
Trigonometry: Part 2
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 […]
Trigonometry: Part 1
This article originally appeared in Dev.Mag Issue 2, released in April 2006. Wondering why your PC doesn’t play games so well anymore? Trying to decode the latest marketing-speak on the back of a game box? This series is designed to give you the knowledge you need to understand the tweaks […]
On the Back of a Napkin: Part 1
This article originally appeared in Dev.Mag Issue 3, released in May 2006. Last week we went over some of the very basics of 3D graphics. This week we take a look at exactly what it is that vertices do for us and how they do it. We’ll cover some more […]
On the Back of a Napkin: Part 2
This article originally appeared in Dev.Mag Issue 4, released in June 2006. Now that we’ve got a solid foundation to work with, we can start looking at more relevant issues in 3D. This week we’ll explore the idea of texture filtering and why it’s a good thing. We’ll find out […]
On the Back of a Napkin: Part 3
This article originally appeared in Dev.Mag Issue 5, released in July 2006. Transparency effects in games are very important, not only because they make games look good, but also because they provide a unique set of problems and opportunities for smart designers to exploit. This is because transparency is implemented […]