Flash Math Physics Tutorials - FlashPerfection.com
This is the final tutorial before we begin the "good" calculus stuff: derivatives.
December 8,
2006
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It is kind of weird how some of these tutorials spawn off of each other. I had just sat down to write about kinematics and quickly saw that I should first write something about derivatives and just calculus in general. Once I had started that I saw that I should probably give an introduction to calc
December 7,
2006
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Ok...it is time to clear some confusion that you may have about 3-D. It is not hard. And no, I am not taking on an arrogant connotation here. I am saying that 3-D is not hard (or should not be) for pretty much everyone willing to learn.
December 6,
2006
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I was planning on writing a small tutorial on vectors which was to be included in my last 3D tutorial, but this got so lengthy I decided to put it entirely separate.
November 27,
2006
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After I finished my last 3d tutorial I felt that I should write one more because I did not want to end this series with something as unpractical as solid objects with backface culling and dynamic lighting. This one will be much more relevant.
November 24,
2006
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This is the second part of a 3D thing I started a few weeks ago. Last time I talked, pretty much, only about the derivation of the rotation matrices for coordinate transformations. It was easy stuff...I hope you can agree with me on that if you read it. If you have not read then do so now.
November 23,
2006
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I just got through with my "Introduction to Trigonometry" tutorial and before I started the continuation of it I just wanted to put down a few math tricks I learned along the way that you can use in Flash.
November 22,
2006
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Let me tell you what this tutorial is going to be over. I am not going to be talking about two dimensional collisions in general, but instead one type: two circles colliding. This is one of the easiest cases to look at.
November 21,
2006
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I'm going to try my best to write this as if the reader has no previous knowledge of math (outside of some basic Algebra at least) and I'll do my best to keep it consistent. There may be flaws or gaps in my logic at which point you can e-mail me and I will do my best to go back over something more s
November 20,
2006
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The most commonly used methods of the Math class are probably random, floor and round, as well as the trig functions for math, science and game applications.
May 22,
2006
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