ArticlesHere you can find some of my writings about game programming. For game programming you need to know a lot about geometry and physics. This knowledge will help you to create the rules of your game universe. Most of the concepts you need to know is taught in highschool, but of course in highschool they never show you how to apply certain theories to game programming These articles are intended for beginning game programmers. I put a lot of effort in them to make them understandable, and to put enough cool stuff in there to keep you reading. The articles come with examples that you can compile and run yourself if you have the Allegro game programming library set up on your computer. sin & cos: the game programmer's palsThis article is a primer in trigoniometry and vector math. It covers a wide range of game applications such as how to draw circles, free-rotation for for e.g. a racing game, how to make auto-aim missiles etc. Also, this article features an explanation of nintendo's popular mode 7 effect. This article originally appeared in pixelate issue #5.
After much positive response to the first article I decided to follow up. This article doesn't cover any new mathematical theory but explains a new game application: spherical mapping. As added bonus the sphere lighting is explained as well.
Please let me know if you have comments or questions about any of these articles Link provided by the allegro banner network:
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