An account of how mathematics is used in computer games including geometry, vectors, transformations, 3D graphics, graph theory and simulations.
Scientist Bryan Rickett has a vision of the future - and it is one in which self-parking cars prowl the tarmac plains, hunting down suitable parking spots and manoeuvring elegantly into them.
Patterns that repeat in a line are strangely interesting. How many types are there and how do you tell one type from another?

This resources contains a series of interactivities designed to support work on transformations at Key Stage 4.

Can you construct a cubic equation with a certain distance between its turning points?
A gallery of beautiful photos of cast ironwork friezes in Australia with a mathematical discussion of the classification of frieze patterns.

Try ringing hand bells for yourself with interactive versions of Diagram 2 (Plain Hunt Minimus) and Diagram 3 described in the article 'Ding Dong Bell'.

In this trail, a new type of NRICH resource, learn about transformations of graphs. Given patterns made from families of graphs find all the equations in the family.
An introduction to groups using transformations, following on from the October 2006 Stage 3 problems.

Follow hints to investigate the matrix which gives a reflection of the plane in the line y=tanx. Show that the combination of two reflections in intersecting lines is a rotation.

Follow hints using a little coordinate geometry, plane geometry and trig to see how matrices are used to work on transformations of the plane.

Cut off three right angled isosceles triangles to produce a pentagon. With two lines, cut the pentagon into three parts which can be rearranged into another square.

In this 'mesh' of sine graphs, one of the graphs is the graph of the sine function. Find the equations of the other graphs to reproduce the pattern.