[gameprogrammer] Re: New to Game Programming ......
- From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Mon, 25 Jul 2005 09:43:48 -0700
yeah the game programming gems are pretty darn good books!
they talk alot about many many techniques for many different things -
collision detection, animation, etc etc etc etc!
one of the coolest things i learned in those books was a pre-filter to
collision detection where the code would wrap each object in a sphere
and then you sorted the sphere list on x,y and z axis (you can use
quick sort or whatever you want to use) and it would spit out groups
of overlapping objects as it's output (lil more complicated than that,
but that's the idea).
I modified it for a space ship game i was doing it to where each
object was made up of a tree of collision spheres and so it would
recursively preform this algorithm to see if anything was colliding
with anything else and it worked very well and very efficiently.
these are the kind of gems (pardon my pun) that the books contain, i
highly recomend them! (:
On 7/24/05, Mike Gillissie <Mike_Gillissie@xxxxxxxxxx> wrote:
>
> I haven't read the book yet, but I've seen a large hardcover text put out by
> Charles River Media, entitled Game Programming Gems (4?) - I've always
> assumed that this book described such game-related topics, though I may be
> wrong. Google it to see a summary...
>
> Myself, I lack anything more than a rudimentary grasp of physics and 3D
> spatial thingies, and I'm more than happy sticking to 2D strategies... ;)
>
>
> ----- Original Message -----
> From: Olof Bjarnason
> To: gameprogrammer@xxxxxxxxxxxxx
> Sent: Sunday, July 24, 2005 11:12 AM
> Subject: [gameprogrammer] Re: New to Game Programming ......
>
> There really isn't any shortcuts in learning maths/problem solving. Pay
> attention in school, and all will be fine. You seem eager to learn so you
> will have no problems.
>
> If you really want to know what kind of maths/physics is useful in games
> programming then this is my personal oppinion:
>
> 1. Linear algebra: geometrical vectors, matrices
> 2. Basic calculus: all elementary functions (especially sin/cos and
> polynomials), differentiation and integration
> 3. Newtonian physics: laws of particle movement and later rigid bodies.
>
> The way I learnt was thinking of projects I could do at home after learning
> some new stuff from school, e.g. the law of springs in physics.
>
> /Olof
>
>
> On 7/24/05, Qudrat Kaleem <imphoenixboy@xxxxxxxxxxx> wrote:
> >
> >
> >
> >
> > hey guys,, me wannit to know about the maths and physics used in game
> coding ... i mean what kinda maths and physics is used in game coding and
> if there is any good book on the maths and physics for game coding then plz
> do tell as i am starting to take my maths and physics lessons very soon
> enough ....
> >
> >
> >
> > PHOENIX
> >
> >
> >
> > ________________________________
> Free antispam, antivirus and 1GB to save all your messages
> > Only in Yahoo! Mail: http://in.mail.yahoo.com
> >
> >
>
>
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- References:
- [gameprogrammer] Re: New to Game Programming ......
- From: Olof Bjarnason
- [gameprogrammer] Re: New to Game Programming ......
- From: Qudrat Kaleem
- [gameprogrammer] Re: New to Game Programming ......
- From: Olof Bjarnason
- [gameprogrammer] Re: New to Game Programming ......
- From: Mike Gillissie
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- » [gameprogrammer] Re: New to Game Programming ......
- » [gameprogrammer] Re: New to Game Programming ......
- » [gameprogrammer] Re: New to Game Programming ......
- » [gameprogrammer] Re: New to Game Programming ......
- » [gameprogrammer] Re: New to Game Programming ......
- » [gameprogrammer] Re: New to Game Programming ......
- » [gameprogrammer] Re: New to Game Programming ......
- [gameprogrammer] Re: New to Game Programming ......
- From: Olof Bjarnason
- [gameprogrammer] Re: New to Game Programming ......
- From: Qudrat Kaleem
- [gameprogrammer] Re: New to Game Programming ......
- From: Olof Bjarnason
- [gameprogrammer] Re: New to Game Programming ......
- From: Mike Gillissie