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Essential Math for Games Programmers
The page says the tutorial is meant to help game programmers improve realism through mathematics and physical simulation. It describes the course as a toolbox of techniques, with references, links, sample code, and materials from multiple years of GDC talks.
Reading notes#
- The tutorial focuses on general math topics and physical simulation, with the stated goal of improving realism in games.
- It says physical simulation can make animation systems and interactions between avatars and the world feel more realistic.
- The current materials section lists 2012 slides on interpolation and splines, rotations, dual numbers, computational geometry, gameplay math, data-oriented design, collision detection, rigid body contacts, ragdolls, fluids, destruction, and large-scale simulation.
- Earlier years include talks on vectors and matrices, affine transformations, quaternions, geometric primitives, numerical precision, integrators, collision response, constraints, parallel physics, and networking for physics programmers.
- The older materials are organized by subject into core mathematics, rendering, animation, simulation, and demo code.
- The page provides demo code archives for Windows and historical Mac systems, and notes that the code is under Red Storm Entertainment and Ubisoft copyright.
- It says a book is available for more polished code and demos with a less restrictive license.
