Author Archive

It’s a’ me, a-Mario! “Intuitive” vs. “Real” physics in games

Over the past decade, increases in CPU speed and the offloading of computationally intensive graphics operations to the GPU has left room for game developers to not only make a world that looks real, but acts that way as well. Case in point: physics in games. While most commercial games from 1995 might have had […]

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BLAS and memory

As we learned in class and as was mentioned in a previous post on BLAS, there are three levels to the standard. Level 1 was written in the early 70s (though only published in ‘79) and provides vector operations, Level 2 was created in the mid 1980s and cover matrix-vector ops, and Level 3 was […]

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Deep Impact

Contrary to the impression that classroom discussions might give, finding out whether or not an asteroid will hit the Earth is anything but trivial. I decided to take a look at some factors are involved in finding whether point A,the Asteroid, meets point E, the Earth.
Gravitational Perturbations: When determining the long-term trajectory of an interplanetary […]

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