Home    General Programming    Artificial Intelligence    Math    Physics    Graphics    Networking    Audio Programming    
Audio/Visual Design    Game Design    Production    Business of Games    Game Studies    Conferences    Schools    Contact   
Optimizations
Quaternions
Geometry
Randomness
Floating-Point
Splines
Inverse Kinematics
Euler Integration
Collision Detection
All Articles
Game Programming Gems
Game Programming Gems 2
Game Programming Gems 3
Game Programming Gems 4
Game Programming Gems 5
Game Programming Gems 6
Game Programming Gems 7
AI Game Programming Wisdom
AI Game Programming Wisdom 2
AI Game Programming Wisdom 3
AI Game Programming Wisdom 4
GPU Gems
GPU Gems 2
GPU Gems 3
ShaderX
ShaderX2
ShaderX3
ShaderX4
ShaderX5
Massively Multiplayer Game Development
Massively Multiplayer Game Development 2
Secrets of the Game Business
Introduction to Game Development
GDC Proceedings
Game Developer Magazine
Gamasutra


Game Programming Math: Geometry


CSG Construction Using BSP Trees

Octavian Marius Chincisan
Game Programming Gems 5

Using Geometric Algebra for Computer Graphics

Chris Lomont
Game Programming Gems 5

Automatic Parameterizations on the Cube

Ignacio Castaņo (University of Seville)
Graphics Programming Methods

k-D Tree Face Portals with Solid Geometry

Conor Stokes
Graphics Programming Methods

Using Vector Fractions for Exact Geometry

Thomas Young (PathEngine)
Game Programming Gems 3

T-Junction Elimination and Retriangulation

Eric Lengyel (Terathon Software)
Game Programming Gems 3
Abstract: This article describes how to detect possible sources of these seams in complex 3D scenes and how to modify static geometry so that visible artifacts are avoided. Since T-junction elimination adds verticies to existing polygons (that are not necessarily convex), we also discuss a method for triangulating arbitrary concave polygons.

Computing the Distance into a Sector

Steven Ranck (Midway Home Entertainment)
Game Programming Gems
Abstract: This article describes a simple and fast algorithm for determining where a point is between the edges of a 2D quad (or sector). The result is a unit floating point number, where 0 indicates that the point lies on the leading edge, and where 1 indicates that the point lies on the opposite edge. The sector may be any four-sided, 2D convex shape.

34% off discount
"Latest from a must have series"
Game
Programming
Gems 7



"Cutting-edge graphics techniques"
GPU Gems 3


"Newest AI techniques from commercial games"
AI Game
Programming
Wisdom 4






Home