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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It’s a’ me, a-Mario! “Intuitive” vs. “Real” physics in games
Sunday, April 20th, 2008 9:29 am
Written by: cloudstrifenbhm
BLAS and memory
Wednesday, March 26th, 2008 1:56 pm
Written by: cloudstrifenbhm
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
Saturday, February 16th, 2008 3:14 pm
Written by: cloudstrifenbhm
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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