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Looks like a neat software library for procedural geometry.
A little article about a different type of grids for strategy games. Some of the consequences are very interesting.
Need to know if two shapes overlap? Good explanation of an elegant algorithm to do it.
A nice reminder that the π value is not as set in stone as we tend to believe. It depends on the metrics we're using.
Good introduction and advocacy for transform matrices. I often see people struggling with them but they're definitely worth mastering.
Very interesting computational geometry tricks. You can make interesting shapes out of this.
Not as detailed as I would like on the proposed solution. A good starting point for inspiration though. Should help with geospatial and fleet management problems.
We still don't really know (actually it's super hard to have a definitive reason on this topic). This article presents more of a theory based on geometry... and this is interesting, we often don't think about this kind of things.
Nice little article rehashing what it really means to have a non-euclidian geometry since the term has been unfortunately abused lately. Also gives a list of games to experience weird geometries.
Very very nice post. Explains from the basics how to build Bezier curves and patches but also Splines, B-splines, NURBS and Catmull-Clark subdivision surfaces. Talks about curvature, normals, etc. You name it.