# Gilles Bellot

Total 86 Posts

## Review: Collision Geometry

In this tutorial we will give a mathematically sound review of the concepts and geometrical objects used in previous tutorials to handle collision detetion.

## A Basic Particle System

Particle Systems are physics models that model small particles. Long ago those systems have been introduced to game engines and are the foundation of creating a realistic looking environment. They are great to, for example, model explosions, vapor trails and general lights in a game.

## Intersection of Line Segments

In this tutorial we improve the collision detection "algorithm" of the previous tutorials by restating the problem as a line or segment intersection problem.

## Basic Ad Hoc Collision Response

In this tutorial the equation of reflection off of any hypersurface, i.e. off a line in 2D and off a plane in 3D, is derived from the known observation that the angle of incidence equals the angle of reflection.

## The Evil Head of Friction

This tutorial introduces the notion of friction. Basically speaking, friction is any force that retards or consumes energy from another system - like Facebook.

## The Berlekamp - Massey Algorithm

This tutorial introduces linear feedback shift registers (LFSR) and explains the Berlekamp - Massey algorithm to find the shortest LFSR for a given binary output sequence. An implementation of the algorithm in C++ is provided as well.

## Galileo versus Newton

The goal of this tutorial is to define and investigate the structure of space-time and the corresponding group of transformations and to analyze the constraints imposed by Galileo's principle of relativity on Newton's equation of motion.