Sacred SoftwareI'm writing some tutorials on various aspects of game development, as a way of sharing my experience. The ones I've published can be found here. These tutorials are written for C programmers, but wherever possible, I try to make them general enough to be useful in any programming language.
The goal of my tutorials is to be the resource that I wished I had when I was learning each subject. I do my best to explain things in simple, easy-to-understand English, with a minimum of jargon to get in the way. I try to address all of the stumbling blocks I ran into in my own experience, and anything else that I think may come up. The idea is to teach practical, useful information in a quick and easy way.
An essential tool in any game developer's toolbox. Useful for expressing spatial position, orientation, direction, and distance.
Need your game to run at the same speed on any computer? Tried implementing such a system, but experiencing unpredictable behavior as a result of it? Read this tutorial for an alternative approach that is stable, fast, and easy.
Rotation in three-dimensional space with full freedom on every axis is made possible by quaternions. Nearly essential for 3D graphics.
A transformation matrix is a map from one coordinate system to another, performing translation, rotation, scaling, and more.