*DISCLAIMER #1: Code presented here is pseudocode that does NOT necessarily reflect production Limit Theory code.*

*DISCLAIMER #2: This tutorial assumes you have at least basic knowledge of 3D geometry and related math.*

The torus is probably my favorite shape right now because of the contrast between how ** daunting** it looks to build and how

**it actually is. I never thought I would be good at math, much less enjoy it, but here I am, a professional graphics programmer, loving and learning math-heavy algorithms.**

*beautifully simple***Visualizing math**made all the difference. The torus is a stunning example of how beautiful math can actually be, once you get away from dry, academic, rote math and into the applied realms of proceduralism, graphics, and games.

I want to take the time to explain why these algorithms work on a conceptual level. If you understand why they work, it’s **an easy leap from the simple torus on the left** of the header image to the** fancy torus on the right.**