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numbersinlife.wordpress.com | ||
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gafferongames.com
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| | | | | Hello readers, I'm no longer posting new content on gafferongames.com Please check out my new blog at mas-bandwidth.com! Introduction Hi, I'm Glenn Fiedler and welcome to Game Physics. In the previous article we discussed how to integrate our physics simulation forward at fixed delta time increments, regardless of display framerate. In this article we are going to simulate motion in three dimensions. Rigid Bodies We will concentrate on a type of object called a rigid body. | |
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francisbach.com
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pr0g.github.io
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| | | | | This is yet another post about understanding the difference between column vectors, row vectors, and matrices (in a game development setting). If you're attempting to learn or remember the difference between them then hopefully this will be a useful resource and can supplement other reading. | |
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raphlinus.github.io
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| | | At WWDC, Apple introduced Metal shader converter, a tool for converting shaders from DXIL (the main compilation target of HLSL in DirectX12) to Metal. While it is no doubt useful for reducing the cost of porting games from DirectX to Metal, I feel it does not move us any closer to a world of robust GPU infrastructure, and in many ways just adds more underspecified layers of complexity. | ||