Essential Mathematics For Aspiring Game Developers

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This video outlines what I believe are some of the core principles you need to understand to make dynamic computer games, covering vectors, angles and motion. I've tried to present it in such a way that highlights the relationships between these principles, so you can identify when to use one or the other, or combinations of them. It is by no means an exhaustive list, but gives the beginner/aspiring games programmer a place to start.

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Due to some IRL scheduling issues, my videos are a bit out of order. Anyway, I hope this helps all those that have asked me about "maths for games programming" over the last few weeks. Take care, stay safe!

javidx
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Pythagoras' Theorem 0:30
Vectors 4:29
Angles 13:04
Sine and Cosine functions 19:12
Dot Product 24:09
Linear Interpolation 35:07
Simple Motion 40:26

lino
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I think you chose the right angle to start this series on.

davidmcgill
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For the first time in my life math actually made sense, and I enjoyed every second of the video. Thank you so much for actually sparking my interest in maths.

civ
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This is like the missing puzzle on the youtube when it comes to programming tutorials. Appreciate it!

outsiderst
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It seems like he's getting in shape

Xperto_
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I may not benefit from this video in particular, but I like that you made it, each one like this is another barrier removed for aspiring programmers. And thank you again for all the others. I hope you feel appreciated, because you are.

nomoturtle
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Why couldn't the angle get a loan?
His parents wouldn't cosine

supahfly_uk
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A good book I'd recommend is: _Foundations of Game Engine Development: Mathematics_ by Eric Lengyel.
Not a paid ad and no relation; it's just one of the better books I've read that I'd recommend.

code-dredd
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Easily the clearest, best explained yet most concise maths for games video out there. Well done! I really like that you included actual applied examples for everything - why doesn't everyone do that!?

Anyway you've gotten a sub out of me for this video alone!

isaacsurfraz
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For the first time, I have understood the use of high school mathematics in a practical video game.
Thanks for sharing ✨✨
Cheers

AjinkyaMahajan
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Well, if my teacher in high school would make an example to use these vectors, like in a game, I would've actually payed attention. I just had a hard time learning things that I did not see any purpose at the time, but now I see why it's important. Very good explanation!

CleetusSilversurfer
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I'm loving this video lesson. Having an understanding of Math & Trigonometry becomes a MUST when you want to make videogames as I would like (in a professional way), and it's something that it's not frequently trivial for us programmers to approach. This video puts lots of clearance on these subjects in an intuitive and metabolizable way.
Great work, man. Thank you!
Hugs from Argentina.

NOCTUMSEMPRA
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Spent the last three months of lockdown relearning all the math I forgot from school and college so this is very timely

gower
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Possibly the best and most straight forward explanation of a vector I've seen.

quicktastic
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Wished all your contents were available 20 years ago.

iii
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Javid, you are the man. This breakdown and your visualizations are going to help so many people young and old, where the classical teaching methods would cause a severe disinterest. Know you are very much appreciated!

benjaminsmall
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This channel is a gem, all these videos need to be released on DVD so they're preserved for far into the future.

astrahcat
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I'm not even aiming for game dev, but studying math and this is by far one of the clearest explanation I've heard regarding unit vectors and how they are used, dot product etc. Linear algebra dealt with this only in terms of functions so it was hard to understand their practicality. In fact I only understood how vectors were orthogonal or perpendicular or going in opposite directions by algebraically manipulating the formula we were given, i.e. cos(theta) = (v1*v2)/ (magnitude v1 * magitude v2), but your example with the unit circle has shown me exactly 'WHY' a dot product of zero means an angle of pi/2 between the two vectors and so on. This has clarified so much. Thank you.

barrowmeoct
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Your videos are awesome but each time you post a new video I feel discouraged to start my own channel because, well, you basically cover every topic and much better than I could. Otherwise, your channel is really a golden nugget in the youtube game

ayskrymzoulok