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Category Archives: Gamedev
Game Math: Approximation with Polynomial Curves
This post is part of my Game Math Series. Polynomials A polynomial is an expression consisting of linear combination of products of variables raised to non-negative integer powers. In this post, I will specifically focus on polynomials of a single … Continue reading
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Game Math: How to Eyeball the Inverse of a Matrix
This post is part of my Game Math Series. Matrix Multiplication as Linear Combinations of Columns/Rows As shown in this post, matrix multiplication can be viewed as linear combinations of columns from the left matrix or rows from the right … Continue reading
Posted in Gamedev, Math, Uncategorized
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Game Math: Block Matrices
This post is part of my Game Math Series. Splitting Matrices into Blocks When performing matrix multiplication, we can split matrices into “blocks”. The matrix multiplication can then be performed as if each block is a single matrix element, given … Continue reading
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Game Math: Alternate Views on Matrix Multiplication
This post is part of my Game Math Series. Definition of Matrix Multiplication Let and be a -by- matrix and an -by- matrix, respectively. Let denote the element in the matrix on row and column (zero-based indexing), “element (, )” … Continue reading
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Game Physics: Updating AABBs for Polyhedrons
This post is part of my Game Physics Series. In order for most broadphases to work, it is important to update AABBs of colliders after their position and orientation have changed. This post will present 3 methods to update AABBs … Continue reading
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Game Physics: Implementing Support Function for Polyhedrons using Half Edges
This post is part of my Game Physics Series. The half edge data structure is a nice data structure to represent polyhedron meshes. I will first introduce to you the half edge data structure; then, I will show you an … Continue reading
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Game Physics: Broadphase – Dynamic AABB Tree
This post is part of my Game Physics Series. Dynamic AABB tree is a type of broadphase that is borderless, meaning that it does not impose a strict border limit as some other broadphases do, such as explicit grid and … Continue reading
Posted in Gamedev, Physics
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加入Naughty Dog的狗窩
本文屬於My Career系列文 Here is the original English post. 本文之英文原文在此
Joining Naughty Dog’s Kennel
This post is part of My Career Series. 本文之中文翻譯在此 I got an offer from Naughty Dog at the beginning of last November in 2013, and I’ve accepted it. I will start working for Naughty Dog mid-May this year after my … Continue reading
Posted in Gamedev
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Game Physics: Stability – Warm Starting
This post is part of my Game Physics Series. Besides using slops, “warm starting” is also a very common technique used to make physics engines more stable. Warm starting works particularly well when your game has high “frame coherence”, which … Continue reading
Posted in Gamedev, Physics
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