# Game Programming

Total 58 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."

## 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.

## 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.