Game Math and Physics Basics in 2D
Game Math and Physics Basics in 2D, available at $39.99, has an average rating of 3.95, with 79 lectures, based on 22 reviews, and has 266 subscribers.
You will learn about describe unit vectors describe vectors in general describe scalars describe distance describe speed describe velocity understand coordinate transformations describe world space describe object space describe forces describe acceleration describe displacement describe the z axis in unity vividly describe rotations work with square roots as needed describe vector components describe magnitudes describe motion on a circle understand angles add vectors subtract vectors multiple vectors by scalars find unit vectors find vectors of a desired magnitude and direction understand weighted averages describe average speed describe average velocity and many others! This course is ideal for individuals who are This is a course for those are interested in understanding the mathematics of 2D game development. or This is a course for those who are interested in understanding the basic physics of 2D game development. It is particularly useful for This is a course for those are interested in understanding the mathematics of 2D game development. or This is a course for those who are interested in understanding the basic physics of 2D game development.
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Summary
Title: Game Math and Physics Basics in 2D
Price: $39.99
Average Rating: 3.95
Number of Lectures: 79
Number of Published Lectures: 79
Number of Curriculum Items: 79
Number of Published Curriculum Objects: 79
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- describe unit vectors
- describe vectors in general
- describe scalars
- describe distance
- describe speed
- describe velocity
- understand coordinate transformations
- describe world space
- describe object space
- describe forces
- describe acceleration
- describe displacement
- describe the z axis in unity vividly
- describe rotations
- work with square roots as needed
- describe vector components
- describe magnitudes
- describe motion on a circle
- understand angles
- add vectors
- subtract vectors
- multiple vectors by scalars
- find unit vectors
- find vectors of a desired magnitude and direction
- understand weighted averages
- describe average speed
- describe average velocity
- and many others!
Who Should Attend
- This is a course for those are interested in understanding the mathematics of 2D game development.
- This is a course for those who are interested in understanding the basic physics of 2D game development.
Target Audiences
- This is a course for those are interested in understanding the mathematics of 2D game development.
- This is a course for those who are interested in understanding the basic physics of 2D game development.
1. Friends, please take the time to review the curriculum carefully before buying so you can see exactly whether this is the right course for you. Please do not join until you have completed this step.
2. Please watch the free preview videos so you can see whether the presentation style works for you. Please remember I am just one person, and I make my videos often after I have been working for many hours already. Please do not join until you have completed this step.
3. If something needs fixing, please let me know. Again, I’m just one person and not a big team of people. I will try to fix it as quickly as possible. Thank you.
Course Overview:
1. This course is for those who already know how to make a simple 2D project in unity. I’m assuming you can figure out how to do this. Please remember, however, that using Unity is NOT the main objective of this course.
2. This course focuses only on two dimensional math and physics concepts related to game programming.
3. In some of the videos you see how to use unity.
4. In some of the videos I use physical demonstrations to illustrate mathematical concepts related to game development.
5. In some of the videos I write by hand on paper because this is faster than writing on the computer screen.
6. You should be mentally prepared to work with square roots, vectors and units of various kinds like m/s and m/s^2 and kg.
7. I draw a lot in this course to illustrate various vector concepts. In other words, I use a variety of teaching methods.
8. There are a variety of exercises placed throughout the videos. Please try to complete every exercise. Practice, of the right kind, counts!:)
9. These videos focus primarily on understanding the concepts of vectors, distances, angles, transformations, speeds, velocities, accelerations, forces, and related concepts.
10. You should already be able to solve basic linear equations like 2+4+x=10 and you should understand how to compare numbers with ratios, as in 10kg/2kg. I do, however, still explain these too.
11. Please be sure to read the curriculum with meticulous care before enrolling so you can be sure this is truly the right course for you.
12. If you are already a great physics/math expert, please do not join this course. It will not help you.
13. For the hearing-impaired, closed-captions are added automatically. I do not have control over those, so they might not be perfect.
14. Thank you for reading, and see you inside!
Course Curriculum
Chapter 1: 2D coordinate and vector concepts
Lecture 1: Displacements/distances along x
Lecture 2: Displacements/distances along y
Lecture 3: Unit vectors along each axis in 2D space
Lecture 4: Relative positions along coordinate axes
Lecture 5: World space vs. object space, part 1
Lecture 6: World space vs. object space, part 2
Lecture 7: Vector components in mathematical form
Lecture 8: Vector components in unity, 2 objects
Lecture 9: Displacements for tilted objects
Lecture 10: Displacements and scenes translations
Lecture 11: Z axis basics with physical model
Lecture 12: Effect of rotation on one object
Lecture 13: Vectors/vector components under rotations
Lecture 14: Vector components in unity, 3 objects
Lecture 15: Difference between distance and displacement vector length
Lecture 16: 0 magnitude displacements vs big distances
Lecture 17: Distance at tiny scales
Lecture 18: Angle basics in unity
Lecture 19: Magnitude and angle of displacement on unit circle
Lecture 20: Vectors from unit vectors
Lecture 21: Components from angles and length
Lecture 22: Unit vectors from math
Lecture 23: Vector addition for displacements, graphical rules
Lecture 24: Vector addition math
Lecture 25: Graphical vector subtraction
Lecture 26: Mathematical vector subtraction
Lecture 27: Midpoint of a segment
Lecture 28: Centroids of point distributions
Lecture 29: Weighted average, basic demo
Lecture 30: Weighted average, multiple objects, unity
Lecture 31: Simulation of coordinate translations, horizontal and vertical line segments
Lecture 32: Diagonal translations on coordinates
Lecture 33: 2D balance point, physical model
Lecture 34: Rotations and translations
Lecture 35: Constant speed in 2D, line segments
Lecture 36: Square roots in more detail
Lecture 37: Constant speed, diagonal movements
Lecture 38: Constant velocity in 2D, horizontal and vertical
Lecture 39: Constant velocity, slanted segments
Lecture 40: Speed vs. velocity for line motions
Lecture 41: 0 velocity
Lecture 42: Average concepts
Lecture 43: Average speed in 2D, horizonital segments
Lecture 44: Average speed, slanted segments
Lecture 45: Average velocity in 2D, horizontal segments
Lecture 46: Calculations involving speed and velocity
Lecture 47: Average velocity for slanted movements
Lecture 48: Displacement vector from given velocity
Lecture 49: Desired velocity from object to object
Lecture 50: Constant acceleration changing speed
Lecture 51: Visualizing acceleration
Lecture 52: Average acceleration
Lecture 53: Constant acceleration changing velocity
Lecture 54: Visualize acceleration
Lecture 55: Position vector
Lecture 56: Final velocity vector
Lecture 57: Basic vertical acceleration
Lecture 58: Physical introduction to forces
Lecture 59: Cancelling horizontal/vertical forces
Lecture 60: Cancelling slanted forces
Lecture 61: Cancelling four forces graphically
Lecture 62: Unbalanced forces
Lecture 63: Summation notation applied to forces
Lecture 64: Finding a missing vector graphically
Lecture 65: Finding a missing force mathematically
Lecture 66: Finding a force in a given direction
Lecture 67: Force equals mass times acceleration
Lecture 68: Velocity from force
Lecture 69: Position vector from initial position, velocity and acceleration
Lecture 70: Projectile motion summary
Lecture 71: Projectile motion specific example
Lecture 72: Decomposing projectile motion into individual functions
Lecture 73: Understanding x(t)
Lecture 74: Understanding y(t)
Chapter 2: Other Ideas
Lecture 1: Dot product basics
Lecture 2: Scalar projections with dot products
Lecture 3: Projecting velocity components with dot products along x and y axes
Lecture 4: Projecting velocity components along slanted vectors
Lecture 5: Course Summary
Instructors
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T O
Spreader of Knowledge
Rating Distribution
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- 2 stars: 1 votes
- 3 stars: 5 votes
- 4 stars: 6 votes
- 5 stars: 10 votes
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