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Jul
18
answered Why is the drag force multiplied by the inverse normalised velocity vector?
Jul
9
answered Why do we need a fourth coordinate to divide by z?
May
24
answered How to calculate normal vector of a curve?
May
10
answered What is an efficient packing algorithm for packing rectangles into a polygon?
Apr
13
answered Usage of math.Atan2 in a 3D coordinate system with Unity
Apr
11
answered XNA Starting a parallel Thread during a draw loop is slower than doing the same task in the main thread in update loop
Apr
11
answered Bug in XNA Developer function CalculateEigenVector() from the file “xnacollision.cpp”?
Apr
11
answered Quaternion Slerp and Lerp implementation (with overshoot)
Apr
4
answered Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
Feb
14
answered Rotating an object with quaternion
Feb
14
answered Affine transformation: rotate a plane parallel to another plane
Jan
6
answered Scaling world - projection, view or separate matrix?
Dec
20
answered Help finding time of collision
Nov
26
answered DirectX Quaternion SLERP Wrong Answer?
Oct
15
answered List of 3 letter English words to disallow from entry for public kids game
Sep
12
answered 2 component unit vector
Sep
10
answered glm direction vector rotation
Aug
9
answered How do I get rid of this coloured border on my sprite?
Aug
4
answered Integration error in high velocity
Jul
1
answered How can I determine the extreme color values in a texture?