Game Programming

Total 55 Posts
"Most good programmers do programming not because they expect to get paid or get adulation by the public, but because it is fun to program."

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.

Basic Projectile Motion

A projectile is an object that is launched into motion and then allowed to follow a path determined solely by the influence of gravity. Air resistance and the Earth's rotation are ignored for the moment. Projectile movement is implemented in C++ using symplectic Euler integration.

Two-Dimensional Motion

This tutorial extends our study of kinematics to motion in two dimensions, allowing for a wider range of physical phenomena to be simulated with our symplectic integrator.

One-Dimensional Kinematics

This tutorial introduces one-dimensional kinematics and a symplectic integrator to find the position and velocity of game objects at any moment in time.

Basic Collision Detection with Bounding Spheres and Rectangles

In many games it is important to be able to detect when certain game objects collide with eacher other. In this tutorial we will learn two different ways to tackle the collision detection problem for polygonal objects.

Resolution Independent Rendering

To support multiple resolutions, a technique called "Resolution Independent Rendering", pioneered by Donald Knuth, is implemented using Direct2D and some linear algebra.