Mathematics for Computer Games Development using Unity
Mathematics for Computer Games Development using Unity, available at $94.99, has an average rating of 4.65, with 70 lectures, 18 quizzes, based on 1698 reviews, and has 17056 subscribers.
You will learn about How to use bitwise operations to optimise processing and storage in games. Everything there is to know about vector mathematics and how to navigate in 2D and 3D space. The principles and practice behind collision detection with lines, line segments and ray casting. The beauty of affine transformations and the fundamentals in transforming game objects. What a quaternion is and how it is used to rotate game objects. How to build a mathematics library in C# from scratch. This course is ideal for individuals who are Beginner game development students who want to be able to understand the mathematics behind game engines. or Skilled programmers keen to move into 2D and 3D game development spaces. or Game development enthusiasts who want a deeper understanding of how mathematics is applied in games. or Anyone with an appreciation of mathematics who wants to investigate how it is applied in computer game environments. It is particularly useful for Beginner game development students who want to be able to understand the mathematics behind game engines. or Skilled programmers keen to move into 2D and 3D game development spaces. or Game development enthusiasts who want a deeper understanding of how mathematics is applied in games. or Anyone with an appreciation of mathematics who wants to investigate how it is applied in computer game environments.
Enroll now: Mathematics for Computer Games Development using Unity
Summary
Title: Mathematics for Computer Games Development using Unity
Price: $94.99
Average Rating: 4.65
Number of Lectures: 70
Number of Quizzes: 18
Number of Published Lectures: 70
Number of Published Quizzes: 18
Number of Curriculum Items: 88
Number of Published Curriculum Objects: 88
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- How to use bitwise operations to optimise processing and storage in games.
- Everything there is to know about vector mathematics and how to navigate in 2D and 3D space.
- The principles and practice behind collision detection with lines, line segments and ray casting.
- The beauty of affine transformations and the fundamentals in transforming game objects.
- What a quaternion is and how it is used to rotate game objects.
- How to build a mathematics library in C# from scratch.
Who Should Attend
- Beginner game development students who want to be able to understand the mathematics behind game engines.
- Skilled programmers keen to move into 2D and 3D game development spaces.
- Game development enthusiasts who want a deeper understanding of how mathematics is applied in games.
- Anyone with an appreciation of mathematics who wants to investigate how it is applied in computer game environments.
Target Audiences
- Beginner game development students who want to be able to understand the mathematics behind game engines.
- Skilled programmers keen to move into 2D and 3D game development spaces.
- Game development enthusiasts who want a deeper understanding of how mathematics is applied in games.
- Anyone with an appreciation of mathematics who wants to investigate how it is applied in computer game environments.
Did you know computer games use mathematics to perform every single task, from rendering to animation and physics to AI? Mathematics is everywhere. A fundamental understanding of mathematics is critical in every occupation and nowhere is it more important than in games development. It underpins all primary operations performed by a game engine. You can’t even move a character across the screen without it. Keen to learn more and build up your knowledge in mathematics to improve your game development skills? Then this course is for you.
In this course you will build your own C# classes to work with the geometrical constructs of 2D and 3D space that will develop your understanding of positioning and moving game objects. In short you will build your own maths library to replicate some of Unity’s Vector2, Vector3, Matrix4x4 and some Mathf methods. Throughout, we will be using the Unity Game Engine to help emphasise the mathematics concepts.
Join Dr Penny de Byl as she introduces game development mathematics using her internationally acclaimed holistic teaching style and expertise from over 25 years of teaching, research and work in games and computer graphics. Through-out the course you will follow along with hands-on workshops designed to teach you the vital mathematical techniques used in programming computer game mechanics and visuals.
During the course we will be building a game that not only uses the code we’ve written to move 2D and 3D objects around on the screen, but to play the game you will have to use your knowledge of points and vectors to solve puzzles that will reinforce your learning. You will also build numerous mini projects to apply mathematical concepts and see how they work in games environments.
Learn how to program and work with:
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Bitwise Operations, Bit Packing and Bitboards
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2D and 3D Space
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Points
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Vectors
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Matrices
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Mapping from one coordinate system to another
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Positioning Objects
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Navigation
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Angles
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Interpolation
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Quaternions
What students are saying about this course:
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Brilliant course. Might be the most helpful course I’ve found on Udemy so far. Penny is an amazing instructor. Even by the end of the first section learned super valuable information that I can apply to my games.
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Early in the program but already learned enough to make the purchase price worthwhile.
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As always, the professor delivers a great, clear course on a badly needed subject to learn. She is so knowledgeable and can impart her knowledge to her students. I recommend all her courses and her YouTube channel.
Course Curriculum
Chapter 1: Introduction and Welcome
Lecture 1: Welcome
Lecture 2: Join the H3D Student Community
Lecture 3: Contacting H3D
Lecture 4: FAQs
Lecture 5: How to Study This Course
Lecture 6: Basic Trigonometry
Chapter 2: Bitwise Operations
Lecture 1: Bits, Bytes and Binary
Lecture 2: Bit Flags & Bitwise Operators
Lecture 3: Turning Bit Flags Off
Lecture 4: Bit Masks
Lecture 5: Bit Mask Challenge Solution
Lecture 6: Bit Shifting
Lecture 7: Bit Toggling and Unity Specifics
Lecture 8: Bitboards
Lecture 9: Putting Bitboards Into Practice Part 1
Lecture 10: Putting Bitboards Into Practice Part 2
Lecture 11: Putting Bitboards Into Practice Part 3
Lecture 12: Other Bitwise Operation Hacks
Chapter 3: Location
Lecture 1: Cartesian Coordinates & Points
Lecture 2: Plotting Points: A Simple Data Structure
Lecture 3: Drawing Lines: Solution
Lecture 4: Graph Line Challenge
Lecture 5: Practice Locating 2D Points on a Cartesian Plane
Lecture 6: Calculating Distance Part 1
Lecture 7: Calculating Distance Part 2
Chapter 4: Vectors
Lecture 1: Introduction to Vectors Part 1
Lecture 2: Introduction to Vectors Part 2
Lecture 3: Vectors: Moving to a Point
Lecture 4: Vector Normal Form
Lecture 5: Dot Product
Lecture 6: Derivation of Vector Angle Calculation
Lecture 7: Rotations
Lecture 8: Cross Product
Lecture 9: 2D LookAt Challenge
Lecture 10: Dot Cross Challenge
Lecture 11: Challenge Solutions
Lecture 12: Recreate Rotate and Translate Challenge Part 1
Lecture 13: Recreate Rotate and Translate Challenge Part 2
Lecture 14: Moving from 2D to 3D
Lecture 15: Exploring Rotation in 3D
Chapter 5: Intersections
Lecture 1: Lines, Line Segments and Rays Part 1
Lecture 2: Lines, Line Segments and Rays Part 2
Lecture 3: Planes
Lecture 4: Another Line Constructor
Lecture 5: Intersection of Two Line Segments
Lecture 6: Improving Line Intersection
Lecture 7: Line-Line Intersection Challenge
Lecture 8: Line-Plane Intersections
Lecture 9: Line-Plane Intersections, Projections and Reflections
Lecture 10: Plane Reflections
Lecture 11: Unity Specifics For Intersections
Lecture 12: More Unity Specifics Part 1
Lecture 13: More Unity Specifics Part 2
Chapter 6: Affine Transformations
Lecture 1: An Introduction to Matrices
Lecture 2: Homogeneous Coordinates
Lecture 3: Transformations
Lecture 4: Matrices: Data Structures and Algorithms Part 1
Lecture 5: Matrices: Data Structures and Algorithms Part 2
Lecture 6: Translation
Lecture 7: Scaling
Lecture 8: Rotation
Lecture 9: Affine Transformations
Lecture 10: Shear and Reflect Challenge
Lecture 11: Quaternions
Lecture 12: Programming Quaternion Rotations
Lecture 13: Extracting the Rotation Axis and Angle
Lecture 14: Quaternion Rotations
Chapter 7: Final Words
Lecture 1: Final Maths Library Code
Lecture 2: Some Final Words from Penny
Lecture 3: Where to now?
Instructors
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Penny de Byl
International Award Winning Professor & Best Selling Author -
Penny Holistic3D
Academic, Author & Game Development Enthusiast
Rating Distribution
- 1 stars: 9 votes
- 2 stars: 13 votes
- 3 stars: 83 votes
- 4 stars: 431 votes
- 5 stars: 1162 votes
Frequently Asked Questions
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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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