Need-to-Know Notes: Continuing the basic physics for programmers series, this time we look at friction, two ways to accomplish it, one right, one wrong, ... We look at acceleration again, this time in a way more dynamic fashion.

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We look at acceleration again, this time in a way more dynamic fashion. Today we look at four different strategies to use when an object goes off the screen. In which we learn how to rotate and x, y or x, y, z coordinate around an origin point.

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In which we learn how to rotate and x, y or x, y, z coordinate around an origin point. Continuing the basic physics for programmers series, this time we look at friction, two ways to accomplish it, one right, one wrong, ...

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  • Continuing the basic physics for programmers series, this time we look at friction, two ways to accomplish it, one right, one wrong, ...
  • Today we look at four different strategies to use when an object goes off the screen.
  • We look at acceleration again, this time in a way more dynamic fashion.
  • In which we learn how to rotate and x, y or x, y, z coordinate around an origin point.

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Topic Gallery

Coding Math: Episode 12 - Edge Handling
Coding Math: Episode 27 - Easing and Tweening
Coding Math: Episode 13 - Friction
Coding Math: Episode 26 - 2D and 3D Coordinate Rotation
Coding Math: Episode 17 - Particles - Optimization
Coding Math: Episode 42 - Isometric 3D Part II
Coding Math: Episode 10 - Advanced Acceleration
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See Main Points
Coding Math: Episode 12 - Edge Handling

Coding Math: Episode 12 - Edge Handling

Today we look at four different strategies to use when an object goes off the screen. Support

Coding Math: Episode 27 - Easing and Tweening

Coding Math: Episode 27 - Easing and Tweening

Back after a long hiatus, with an intro to easing and tweening. Support

Coding Math: Episode 13 - Friction

Coding Math: Episode 13 - Friction

Continuing the basic physics for programmers series, this time we look at friction, two ways to accomplish it, one right, one wrong, ...

Coding Math: Episode 26 - 2D and 3D Coordinate Rotation

Coding Math: Episode 26 - 2D and 3D Coordinate Rotation

In which we learn how to rotate and x, y or x, y, z coordinate around an origin point. And, I make an offhand reference to The Six ...

Coding Math: Episode 17 - Particles - Optimization

Coding Math: Episode 17 - Particles - Optimization

Finally! We get down to optimizing this particle object. It's been bugging me. We'll break the API unfortunately, but it's all in the ...

Coding Math: Episode 42 - Isometric 3D Part II

Coding Math: Episode 42 - Isometric 3D Part II

3D layout strategies and simple character interaction. Support

Coding Math: Episode 10 - Advanced Acceleration

Coding Math: Episode 10 - Advanced Acceleration

We look at acceleration again, this time in a way more dynamic fashion. I think you'll like the end result. Support