This post is a result of some insight and necessary steps to get the June 2010 DirectX SDK working on a Windows 8 system, with Visual C++ 2010 express. Given the fact that DirectX 11 comes bundled in with the Windows 8 SDK, my stubbornness to change the configuration is due to the fact that … Continue reading

# Category Archives: game programming

# 3D GAME MATH PRIMER 3: WHAT ARE VECTORS ANYWAY?

Well what are vectors anyway? The topic of vectors crop up in geometry, physics, engineering disciplines, mechanics, etc. How they are used, as well as their definitions at times, vary from context to context. Below I have listed how vectors are defined in some contexts: 1. In geometry, Euclidian (or spatial) vectors are line segments that represent … Continue reading

# 3D GAME MATH PRIMER 2: MULTIPLE AND NESTED COORDINATE SPACES

WHY DO WE NEED MULTIPLE COORDINATE SPACES? This question is best answered with a story given in the book ‘3D Math Primer for graphics and games development’ by Fletcher Dunn and Ian Parberry. The story goes that there are two cities, ignorant of each other and having their own coordinate system to map the different … Continue reading

# 3D GAME MATH PRIMER 1: THE 3-DIMENSIONAL COORDINATE SPACE

The 3D coordinate system is a natural extension of the 2D cartesian coordinate system we are all familiar with and have studied. The cartesian coordinate system has an interesting history, first documented by the French mathematician Rene Descartes in around 1637. Early work in this time period dealt with only one or two axis coordinate … Continue reading

# THE ROLE OF MATHEMATICS IN 3D GAME PROGRAMMING

Many a time I’ve heard statements like “Games programming? 3D graphics? that requires an awful lot of maths right? and graduate level math at that…” ….and therein onwards the interest dies off due to the pre-mis-conceptions about the role that mathematics will play in games development. For a programmer/developer/software engineer, learning the concepts of 3D mathematics needed … Continue reading