Math For Video Games: The Fastest Way To Get Smarter At Math
Math For Video Games: The Fastest Way To Get Smarter At Math, available at $109.99, has an average rating of 4.72, with 122 lectures, 24 quizzes, based on 1780 reviews, and has 19715 subscribers.
You will learn about Fundamental math concepts Number base manipulation including binary, decimal and hex Addition, subtraction, multiplication and division in multiple bases IEEE754 floating point and why it matters Deeply understand vector space in 2D, 3D and higher! Trigonometry calculations such as sin, cos and tan More advanced vector math such as dot and cross products Projectile motion mathematics Combinatorics and probability theory and where to use it This course is ideal for individuals who are Game developers of any level who want strong math foundations or Non game-developers who want to learn math the fun way or Those competent in math who want to hone their skills It is particularly useful for Game developers of any level who want strong math foundations or Non game-developers who want to learn math the fun way or Those competent in math who want to hone their skills.
Enroll now: Math For Video Games: The Fastest Way To Get Smarter At Math
Summary
Title: Math For Video Games: The Fastest Way To Get Smarter At Math
Price: $109.99
Average Rating: 4.72
Number of Lectures: 122
Number of Quizzes: 24
Number of Published Lectures: 122
Number of Published Quizzes: 24
Number of Curriculum Items: 146
Number of Published Curriculum Objects: 146
Original Price: $84.99
Quality Status: approved
Status: Live
What You Will Learn
- Fundamental math concepts
- Number base manipulation including binary, decimal and hex
- Addition, subtraction, multiplication and division in multiple bases
- IEEE754 floating point and why it matters
- Deeply understand vector space in 2D, 3D and higher!
- Trigonometry calculations such as sin, cos and tan
- More advanced vector math such as dot and cross products
- Projectile motion mathematics
- Combinatorics and probability theory and where to use it
Who Should Attend
- Game developers of any level who want strong math foundations
- Non game-developers who want to learn math the fun way
- Those competent in math who want to hone their skills
Target Audiences
- Game developers of any level who want strong math foundations
- Non game-developers who want to learn math the fun way
- Those competent in math who want to hone their skills
Maths and video games go hand-in-hand. Video games are a practical, challenging, and fun way to sharpen your math skills. What’s more, video games are like living math. From graphics and physics, to AI and movement, games are full of math.
Learn foundational math concepts relevant to game development. In the course we break it down and build it back up, block by block. For each skill you will start from an interesting real-world problem. You’ll always understand why you’re learning a concept, and feel motivated to solve the problem in hand. In the course you will learn:
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How to write and solve equations relevant to game development.
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Basic trigonometry the fun way, triangles, circles & stuff.
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Enough vector math to make 2D and 3D games.
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About imaginary & complex numbers, angles & quaternions.
The concepts learnt will help you create interesting scoring mechanics, have one object smoothly follow another, calculate the path of a projectile, target enemies using triangles and understand how random item drops work.
This course is the result of a successful Kickstarter, and consistent demand from our community of hundreds of thousands of students worldwide. There is a real need to improve math skills, not just for games, but for many areas of life. You’ll be amazed how much more colourful the world looks as your math improves.
All the math you learn will be reinforced with quizzes. You’ll write your own handwritten notes as you go, to help you remember your skills. We’ll translate some of the math to pseudocode so you can see how it applies to C#, C++, Python and any other modern language.
Get plugged into our communities of amazing developers on Facebook (nearly 20k), in our own TA-curated Community (17k views/day), and our student chat group (10k live at any one time).
You will get full lifetime access for a single one-off fee. The creators are qualified and experienced coders and avid gamers, so are able to explain complex concepts clearly, as well as entertain along the way.
Join us on this exciting journey now, you won’t be disappointed!
Course Curriculum
Chapter 1: Introduction & Arithmetic
Lecture 1: Welcome To The Course
Lecture 2: Addition & Subtraction
Lecture 3: Rounding
Lecture 4: Multiplication & Number Blocks
Lecture 5: Division
Lecture 6: Remainders
Lecture 7: BODMAS
Lecture 8: Squaring, Cubing & Powers
Lecture 9: Sideways Calculators
Lecture 10: Squaring Decimals
Lecture 11: Reversing Powers
Lecture 12: Charts & Graphs 101
Lecture 13: Area Under Chart 101
Lecture 14: Gradient Of A Line
Lecture 15: Distance, Speed & Time
Lecture 16: Rates Of Change
Lecture 17: The Magic of e
Lecture 18: Logarithms 101
Lecture 19: Logarithms – Changing Base
Lecture 20: Factorials & Permutations
Lecture 21: Number Bases
Lecture 22: Scientific Notation
Lecture 23: How To Pass Your First Math Checkpoint
Lecture 24: What Now?
Chapter 2: Algebra and Equations
Lecture 1: Introduction: Algebra & Equations
Lecture 2: Algebra 101
Lecture 3: Inequalities
Lecture 4: Plotting Graphs
Lecture 5: Gradient and Intercept
Lecture 6: Linear Equations
Lecture 7: Graphing Simultaneous Equations
Lecture 8: Simultaneous Equations (Substitution)
Lecture 9: Simultaneous Equations (Elimination)
Lecture 10: Parallel Lines
Lecture 11: Parabolas
Lecture 12: The Quadratic Equation
Lecture 13: Intercept Form
Lecture 14: The FOIL Method
Lecture 15: Vertex Form
Lecture 16: Completing The Square Part 1
Lecture 17: Completing The Square Part 2
Lecture 18: Factoring Quadratics
Lecture 19: Less than Two Roots
Lecture 20: Section Wrap-Up
Chapter 3: Introduction: Angles and Circles
Lecture 1: Introduction: Angles and Circles
Lecture 2: The Circle
Lecture 3: What is Pi?
Lecture 4: Degrees and Radians
Lecture 5: Triangles
Lecture 6: Pythagorean Theorem
Lecture 7: Sine, Cosine, and Tangent Part 1
Lecture 8: Sine, Cosine, and Tangent Part 2
Lecture 9: SOH CAH TOA
Lecture 10: The Sine Rule
Lecture 11: The Cosine Rule
Lecture 12: The Sine & Cosine Rules Explained
Lecture 13: Solving Any Triangle
Lecture 14: Graphing Sine, Cosine, and Tangent
Lecture 15: Manipulating Sine Waves
Lecture 16: Combining Waves
Lecture 17: Section Wrap-up
Chapter 4: Vectors and Matrices
Lecture 1: Introduction: Vectors and Matrices
Lecture 2: Reading and Writing Vectors
Lecture 3: Magnitude vs Squared Magnitude
Lecture 4: Coordinate Systems
Lecture 5: Vector Addition
Lecture 6: Scalar Multiplication
Lecture 7: Normalizing Vectors
Lecture 8: Zero Vectors
Lecture 9: Dot Product
Lecture 10: Cross Product
Lecture 11: Reflection
Lecture 12: Project on a Plane
Lecture 13: What is a Matrix
Lecture 14: Addition and Scalar Multiplication
Lecture 15: Adjacency Matrix
Lecture 16: Matrix Multiplication
Lecture 17: Identity Matrix
Lecture 18: Determinant
Lecture 19: Matrix Inverse
Instructors
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GameDev.tv Team
Learn to Make and Sell Games -
Ben Tristem
GameDev.tv Founder :: Entrepreneur :: Passionate Teacher -
Gary Pettie
Indie Game Developer :: GameDev.tv Tutor
Rating Distribution
- 1 stars: 16 votes
- 2 stars: 22 votes
- 3 stars: 116 votes
- 4 stars: 447 votes
- 5 stars: 1179 votes
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!
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