Game Dev Math: Ultimate guide to polishing your game!
Game Dev Math: Ultimate guide to polishing your game!, available at $49.99, has an average rating of 4.75, with 32 lectures, based on 10 reviews, and has 411 subscribers.
You will learn about Learn core math skills needed for games Learn how to apply your math skills to achieve different effects in games Make better looking and feeling games Apply math to polish games Coordinate spaces Vector math 2D graphics effects like Screen Shake, and animations Trigonometry and how it relates to vectors This course is ideal for individuals who are Game developers who want to learn the application of math in games or Game developers interested in making better, more polished games or Those interested in learning math in a more fun visual way It is particularly useful for Game developers who want to learn the application of math in games or Game developers interested in making better, more polished games or Those interested in learning math in a more fun visual way.
Enroll now: Game Dev Math: Ultimate guide to polishing your game!
Summary
Title: Game Dev Math: Ultimate guide to polishing your game!
Price: $49.99
Average Rating: 4.75
Number of Lectures: 32
Number of Published Lectures: 32
Number of Curriculum Items: 32
Number of Published Curriculum Objects: 32
Original Price: $24.99
Quality Status: approved
Status: Live
What You Will Learn
- Learn core math skills needed for games
- Learn how to apply your math skills to achieve different effects in games
- Make better looking and feeling games
- Apply math to polish games
- Coordinate spaces
- Vector math
- 2D graphics effects like Screen Shake, and animations
- Trigonometry and how it relates to vectors
Who Should Attend
- Game developers who want to learn the application of math in games
- Game developers interested in making better, more polished games
- Those interested in learning math in a more fun visual way
Target Audiences
- Game developers who want to learn the application of math in games
- Game developers interested in making better, more polished games
- Those interested in learning math in a more fun visual way
Video games need math to work – there’s no getting around it. 2D and 3D graphics, AI, sound, animations, physics are all applications of math and knowing how the core principles of math work is required in order to have a good grasp on all of them.
We’re going to learn core math concepts used in game development. Unlike other courses that teach math, we’re going to apply the math we learn by programming challenging exercises to achieve interesting effects in 2D graphics and animation that give real polish to our game – Asteroids. These techniques are fundamental and can be used for a variety of applications through all of game development.
This isn’t a typical a boring math class where I write equations on the board. Pretty much all of the math lectures and applications use fun animations that give you a good VISUAL intuition behind the math. This is more important than just memorizing formulas like you did in high school. I show you why a math concept is important, the intuition behind it through fun animations, the applications of the concepts in a real game you’ll have the source code to, THENyou’ll use those concepts to make the game even better by applying your knowledge to make fun 2D graphic effects.
In the course you’ll learn:
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Sine and Cosine
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Radians
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Linear Interpolation
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Vectors
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Rays
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How to apply your math knowledge
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Lots more!
By the end of the course, you’ll have a better understanding of how to apply math in video games and the intuition behind core math concepts in games. You’ll even have enough math knowledge to figure out how to cut an asteroid in half!
There’s no risk!
This course comes with a full 30 day money-back guarantee. If you are not completely satisfied with the course, Udemy will refund you what you paid – no questions asked.
Register for the course today!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: Installing Dependencies
Lecture 3: Building the source code
Lecture 4: Tour of the source code
Lecture 5: How exercises work in the course
Chapter 2: Sine, Cosine, and Vectors
Lecture 1: Sine and Cosine
Lecture 2: Radians and the Unit Circle
Lecture 3: Sine, Cosine and the Unit Circle
Lecture 4: Vectors
Lecture 5: The Dot Product
Lecture 6: Matrices
Lecture 7: Application 1 – Pulse
Lecture 8: Application 2 – Rotation
Lecture 9: Exercise – Screen Shake
Lecture 10: BONUS – Application 3 – Ball Bounce
Chapter 3: Linear Interpolation
Lecture 1: Mapping to the 0 to 1 range
Lecture 2: Linear Interpolation
Lecture 3: Easing functions
Lecture 4: Application 1 – UV Mapping
Lecture 5: Application 2 – Alpha Blending
Lecture 6: Application 3 – Button Effects
Lecture 7: Application 4 – Bi-linear Filtering
Lecture 8: Exercise 1 – Smooth Step
Lecture 9: Exercise 2 – Gradient
Lecture 10: Exercise 3 – More button effects
Chapter 4: Rays
Lecture 1: Introduction to Rays
Lecture 2: Vector Formula for Circles
Lecture 3: Quadratic Equation
Lecture 4: Ray – Circle intersection
Lecture 5: Application – Lasers
Lecture 6: Exercise – Cutting Asteroids in half!
Chapter 5: Finale
Lecture 1: Wrapping Up and what's next
Instructors
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Serge Lansiquot
AAA Game Developer, Indie Game Developer, Programming Tutor
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 0 votes
- 3 stars: 0 votes
- 4 stars: 3 votes
- 5 stars: 7 votes
Frequently Asked Questions
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