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Essential Maths For Beginner Gamedevs - Which Math is Useful? 

Madbook
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There's plenty of tutorials on learning maths for gamedev, but why and where is this maths actually useful? Here, I try to give examples of how and when different types of mathematics pop-up, and how they are actually used when making a game. I have added links throughout the video and below if you want to learn these topics in more detail, but hopefully this will make you aware of the different areas of maths used in gamedev!
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Tutorials and Learning Resources for each topic covered (I have tried to include one video, one blog and one interactive thing to account for different types of learners!):
Numbers
+, -, x and ÷ are used frequently! The good thing here is that even if you aren't the best at doing sums quickly, the computer is! As long as you recognise when you should be using each operation, you'll be fine (e.g. subtract some health when your player takes damage).
Brush up on BODMAS! It's important to know what order more complicated calculations will calculate in - while remembering that you can use brackets to specifically order the way a sum will resolve: www.skillsyouneed.com/num/bod...
Discrete Maths
An umbrella term for lots of maths. Wikipedia splits it into 17 sub-topics (which are all individually still very broad): en.wikipedia.org/wiki/Discret...
You will almost definitely do a discrete maths course at university, if you do CompSci or a related degree. You could learn about any of these sub-topics for years.
Logic
Video tutorial on boolean logic (its for GMS2, but the logic and concepts apply universally): • Boolean Logic [GameMak...
Coordinate Systems
Most 2D games use an x and y-axis - 3D games will use the z-axis too. Here's what I mean when some are inverted: / 644881436982575104
Video on non-Euclidean games: • How do non-euclidean g...
Blog on non-Euclidian games: / non-euclidean-geometry...
Trigonometry
Tutorial on angles (also vectors and some other topics too): • Essential Mathematics ...
An interactive visualisation of trig: www.mathsisfun.com/algebra/tr...
Pythagoras Theorem
Video tutorial: • Pythagorean Theorem | ...
Article/guide: www.mathsisfun.com/pythagoras...
Vectors
Video: • Ultimate Guide to Vect...
Professor Dave's intro to vectors: • Introduction to Vector...
Blog/guide: www.gamasutra.com/blogs/MarcB...
Vector Normalisation
Khan Academy blog with interactive example at the bottom: www.khanacademy.org/computing...
Video tutorial on normalisation: • How to Normalize a Vector
Dot Product
Dot product video tutorial: • The meaning of the dot...
Codeer’s Video: • Climbing & Worldbuildi...
Interactive dot product visualisation: maththebeautiful.com/dot-prod...
Cross Product (Advanced Topic)
Video explanation of the cross product by Professor Dave: • The Vector Cross Product
Article/guide on cross product from Maths is Fun: www.mathsisfun.com/algebra/ve...
Visualisation: www.mathsisfun.com/algebra/ve...
Quaternions (Advanced Topic)
Blog: developerblog.myo.com/quatern...
Video Tutorial: • Humane Rigging 03 - 3D...
Graph Theory
This is a broad topic. Wikipedia gives some good insight into the variety of uses: en.wikipedia.org/wiki/Graph_t...
Tutorial series on finite state machines by MATLAB: • Understanding State Ma...
Interactive Path Finding: qiao.github.io/PathFinding.js...
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Follow me on twitter: / madbookstudios
Join the madbook discord: / discord
Check all my FREE games on itch: madbookstudios.itch.io/
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Timestamps
0:00 - Intro
0:30 - The Problem
1:15 - The Solution
1:52 - Calculus Not Needed for Making Games
2:19 - Numbers
3:38 - Discrete Maths
4:44 - Logic
6:40 - Coordinate Systems
8:09 - Trigonometry
10:17 - Pythagoras Theorem
10:58 - Vectors
12:51 - Vector Normalisation
14:31 - Dot Product
16:01 - Cross Product
16:51 - Quaternions
18:26 - Graph Theory
19:42 - Recap
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#math #gamedev #mathingames #indiedev #gamedevmath

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25 июн 2024

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Комментарии : 141   
@seraaron
@seraaron 3 года назад
To add to your list: I would say *Probability* theory and *Statistics* are pretty crucial for system design and making the numbers work for you (and also for understanding the analytics once you release your game). *Physics* , or classical mechanics and galilean relativity at least, is definately up there too if you're making anything real-time. And by extension, *Calculus* : since like 90% of of physics is just multivariable vector calculus. *Matrices* are also useful, though typically only if you're working in the nittygritty parts of an engine. And this last one bridges the gap between maths and computer science, but it's been sooo useful to me in hindsight, and i rarely hear anyone ever talk about it: the very badly named topic of *Functional Programming* . A functional programming or operations research course will basically teach you how to take all of the maths theory you just learned and actually turn it into useful computer code.
@GavenJr
@GavenJr 11 месяцев назад
Man, multivariable vector calculus is a pain in the ass 😢 At least, it was thanks to my Uni teacher...
@zambonni
@zambonni Год назад
I am a High School MATH teacher. This is the most AMAZING video I've ever seen to explain WHY and HOW we use math in video games. Kids love video games so this appeals to them! SUPER AMAZING AWESOME JOB. Thank you for making this. I hope this gets a million views!
@acertainredburnygirl5265
@acertainredburnygirl5265 10 месяцев назад
W teacher
@phutureproof
@phutureproof 4 месяца назад
I hope you don't talk like you type I don't enjoy being shouted at
@zambonni
@zambonni 4 месяца назад
@@phutureproof I DO TALK THIS WAY> BWAHAHAHAHAHAHAHAHAHA
@viniciush.6540
@viniciush.6540 Год назад
i had my journey of learning unity and going through my education alongside one another. As i progressed in maths, i became a better gamedev, and vice versa. I think it's fundamental to learn math in order to be a good gamedev
@shivraj19jfjfhfhfhch
@shivraj19jfjfhfhfhch Год назад
how much discrete math should i learn for game developing?
@rushikeshpale
@rushikeshpale Год назад
@@shivraj19jfjfhfhfhch it's depend on you how complex is your game. Are you want to make game more complex. The more complex game is more maths needed... Such as integration calculus trigonometry you should understand the physics like forces velocity angles etc it's more i can't explain here every thing
@GameDevArtisan
@GameDevArtisan 11 месяцев назад
Great video! I really liked the attention given to Vectors, as that seems to be where many people spend time spinning their wheels, so it's nice to see such detail given in consumable portions. Nice work!
@arvinsloane6715
@arvinsloane6715 3 года назад
Thank you for this comprehensive video and for putting all that quality in it !!
@ccstudios2960
@ccstudios2960 3 года назад
Really helpful video man! Can’t wait for the next one!
@tauheedgamedev2388
@tauheedgamedev2388 3 года назад
Great video, The learning never ends but vids like this make it so much easier.
@TealComet
@TealComet Год назад
I learn math on my own because I knew it was somehow useful in game development, but recently I was starting to lose motivation, asking myself when/why would I ever use this super complicated formula or that property. Thanks to this video, I understand better, and I'm ready to keep increasing my math knowledge and skills ! This is an excellent video :D !
@lufenmartofilia5804
@lufenmartofilia5804 3 месяца назад
I felt in the exact same scenario before where I forced my self studying math for 6 month and in the end lost motivation
@TealComet
@TealComet 3 месяца назад
@@lufenmartofilia5804 Maybe you should start to make a small game to see the benefits of your learning? Sometimes, direct confrontation really does its job at showing you where you lack skill.
@seraaron
@seraaron 3 года назад
I did my undergrad degree in maths, so I've been delighted to learn through game dev that a bunch of the stuff that I learned there finally has a direct use for me! Although, I have to say, when I found the quaternion function I was initially disapointed that the unity function basically does all the work for you, haha, then I remembered how difficult it would be to *not* have most of that be automated. So yeah I mostly agree that you need to know how to use quarternions, but not how they work necessarily, unless you're building your own game engine from scratch.
@Madbook
@Madbook 3 года назад
Totally agree! It's pretty odd how out of all the places that maths could appear.. it had to be videogames where it appears (for me) the most aha
@UnderfundedScientist
@UnderfundedScientist 3 года назад
Now I have to Google Quarternions .
@UnderfundedScientist
@UnderfundedScientist 3 года назад
This is the best explanation of normalized vectors I've ever seen
@iambakuhatsu
@iambakuhatsu 10 месяцев назад
Found a video suggested by you yesterday and ended up binging about three quarters of your vids. I feel like you have a very unique perspective among youtube gamedev channels and you really clicked with me, thanks for all the work you put into your channel, there are a few things I'll definitely come by to watch again. Hope you're well!
@Madbook
@Madbook 10 месяцев назад
Ah thanks, this really means a lot to hear! Doing well and plan on making new videos at some point (no timeline on that though...). Started a PhD so things have been 200% busier than usual (hence the lack of new videos). Thanks again for stopping by!
@pcrdn8938
@pcrdn8938 3 года назад
This channel is just amazing!
@kjmyer
@kjmyer Год назад
Great video. Well done on telling my why and how. So important!
@johntryl8009
@johntryl8009 Год назад
This was surprisingly refreshing. It often feels like there's too many disjointed tutorials, with no roadmap or motivation. You did a good job with this one. Glad I found this vid. Calc is more useful in controls and electrical engineering; if you want write software for airplanes and helicopter and you get the idea, that's where you'll use calculus, otherwise, study your linear algebra if you wan to make games. Basically exactly what you said. Nice work.
@omaryahia
@omaryahia 10 месяцев назад
❤ this is simple and to the point, you showed us in general , the usage of topix x in games is like this
@titiksasanti2205
@titiksasanti2205 Год назад
that was exactly what I needed , thank you so much
@notecolt2742
@notecolt2742 11 месяцев назад
Dude just summed up my high school maths and my first 2 years at uni
@darrennew8211
@darrennew8211 11 месяцев назад
I will say I studied calculus for three years before I got to a physics class advanced enough that I needed it. Then I went "Oh! That makes so much more sense." It took another 20+ years to figure out why I read Great Expectations and Macbeth in high school. As for "numbers," you need to learn the limitations of floating point too.
@filippocucina7001
@filippocucina7001 Год назад
One of the best videos !! Thank you
@liber8r
@liber8r Год назад
Very thorough! Well made.
@vini_artist
@vini_artist 7 месяцев назад
Fantastic! I’m learning game programming using Lua language and pico8. I limited myself in a small environment to focus on the fundamentals. Big engines can be really handy for those that know what they’re doing, but for me now, it’s like use a full car workshop to fix my bicycle. This video was everything that I needed! Thanks!
@tejaswithme3713
@tejaswithme3713 11 месяцев назад
Oh man... I'm shocked! For past 3 weeks or so I've been learning Godot from Heartbeast's old platformers video & i remember that he used *Vector normalizers* & finding that it's the same concept as he told just refreshed my memory!!! Thanks for this amazing video Sir ❤ Love from India 🇮🇳
@naoboyz8259
@naoboyz8259 4 месяца назад
That was helpful, thank you
@theman7050
@theman7050 3 месяца назад
Brilliant!! Thanks
@Joombiful
@Joombiful Год назад
Kind of upsetting that you've stopped uploading, just found your channel and I'm kind of astonished of how you have such good content but such little recognition
@Madbook
@Madbook Год назад
Thank you so much! I plan to start uploading again at some point in the future - but I've become quite busy studying for a PhD, so I have a lot less free time to make videos at the moment!
@sansavatar5929
@sansavatar5929 10 месяцев назад
This guy is criminally underrated, as a beginner game dev I find this channelsuper resourceful
@VincenzoSacco-wh9te
@VincenzoSacco-wh9te 11 месяцев назад
I think that also physics and rigid body related stuffs need an honourable mansion, especially for 3D games, maybe you can make a variant of this video for physics BTW sorry for my bad English, I'm Italian.
@viggojonsell9754
@viggojonsell9754 3 года назад
DUDE why isnt your channel bigger XD Even though I dont really do game dev anymore Im sure this could be a great resource for many people, keep it up
@viggojonsell9754
@viggojonsell9754 3 года назад
Thank you for the heart :)
@GoldDeniel
@GoldDeniel 11 месяцев назад
Brrruuuh you just explained a bug that I made years ago.. I never knew why my character was moving faster sideways... I thought the normalization was kind of automatic I guess...
@TylerGreen
@TylerGreen 3 года назад
Dang this gave me some university flashbacks haha, great video though. Much better explained than most of my profs :)
@loszhor
@loszhor 11 месяцев назад
Thank you for the information.
@cityonthemoon36
@cityonthemoon36 5 месяцев назад
very informative thank you
@Mr-JJ-
@Mr-JJ- 6 месяцев назад
THANK YOU FOR THIS!
@AnonTen
@AnonTen 11 месяцев назад
You missed that a game is basically a big Euler method integrator at its core. When you do things like "pos += velocity * dt" it's literally integration using Euler method.
@Madbook
@Madbook 11 месяцев назад
I agree that your example can certainly be described with euler integration! However, for the vast majority of beginner gamedevs, especially those who are relatively unfamiliar with maths as a whole, I don't think pointing them in the general direction of 'calculus' as a topic is optimal. I have seen far to many beginners get overwhelmed with differentiating/integrating/manipulating arbitrary equations that have no practical relevance to gamedev. As people progress to being more intermediate/advanced developers, framing some of these problems with calculus can certainly be useful - I just don't think it is needed for beginners. It's like telling them they need to learn how to operate a wrecking ball when all they really need is a hammer. I don't want this to come across as "I don't think calculus is important at all" either, and if it specifically interests an individual, then by all means study to your heart's content! It is fundamental to countless applications, and a very rich/interesting topic!
@OmG21097
@OmG21097 11 месяцев назад
Your video is really helpful
@matthewmathis62
@matthewmathis62 10 месяцев назад
This video is seriously cool. 2 Thumbs up!! 👍👍
@shaheerahmed9231
@shaheerahmed9231 11 месяцев назад
BRO THANKS FOR MAKING THIS VIDEOO❤❤❤❤
@sanetrayy
@sanetrayy 2 года назад
i love ur channel. u give me hope :)
@Chadderbox
@Chadderbox 3 года назад
This was an awesome video. I just need to get my hand around dot product and quaternions and then I can find more stuff I don't know.
@Madbook
@Madbook 3 года назад
Cheers! I found that the visualiser I put in the description for the dot product really helps with understanding what the operation does. I can always help you in the discord if you have any questions or are struggling with it (this goes for anyone else reading this too)!
@facundoblasco4974
@facundoblasco4974 Год назад
ty cuz ive been having a hard ti getting started.
@StigDesign
@StigDesign 3 года назад
Really Great Video and Awesome Advice for others that need it :D there is much of learning on internett but not much good explanation with showing examples etc, your did it really good and pointing in right direction i think :) My case am not so good with math, but some how yes when you do it practically its much easy to understand especially visual like in game :D Sim City 2000&3000&4 learned Country infrastructure better than school(Like taxes& tax Classes, Power line Water lines pumps etc) XD and i remember when i had done vector without knowing it in Dark-Basic(Long time ago) :D
@Robyamdam
@Robyamdam 2 месяца назад
Bro literally dropped a banger and dipped
@jimjohnson1810
@jimjohnson1810 2 года назад
This video is a GOLDMINE for me.
@forbiddenbox
@forbiddenbox Год назад
Do more of these maybe go a bit more in depth? Loved this
@eduardo13355
@eduardo13355 Год назад
have. But, your tutorial was amazing and I have made a semi-decent soft. Thanks!
@trsiam7779
@trsiam7779 3 года назад
How does this channel only have 1k subs? I think he diserves 100k.🙂
@scoopydevy
@scoopydevy 3 года назад
awesome!
@lukeskywalker2255
@lukeskywalker2255 11 месяцев назад
I personally don't use quaternions, because for me it is easier to use matrices (theoretically e.g. coordinates are stored in x,y,z variables so they are not technically matrices but spiritually...)
@jmvr
@jmvr 11 месяцев назад
that's fine for most game engines, since they'll typically convert everything for you. If they don't, then you may run into issues using Euler angles, like Gimbal Lock.
@lukeskywalker2255
@lukeskywalker2255 11 месяцев назад
@@jmvr I can avoid Gimbal Lock just using rotation matrix that uses u axis in replace for the other two angles (so quaternions' method but with matrices!)
@jacobophoven90
@jacobophoven90 11 месяцев назад
When I have to do math I just keep trying random things until its what I want
@marxy3720
@marxy3720 3 года назад
Math... It's a love-hate relationship: My head explodes every time i hear of this magic word, yet it's so usefull, and to a certain extent, cool i'd say... Anyway great vid madbook!! Glad to see u back in activity!! (^D^)
@4115steve
@4115steve 11 месяцев назад
mentioning vector normalization reminded me of James Bond Golden Eye on n64. I think you would move faster if you moved side ways.
@RalphOpinion
@RalphOpinion 11 месяцев назад
Can you elaborate on how to use the dot product in a 3d game?
@Zzkkb98
@Zzkkb98 6 месяцев назад
Freya holmer has a playlist of 10 videos about math for game devs that would change your life
@Madbook
@Madbook 6 месяцев назад
Yep! They are excellent videos that I would highly recommend for anyone wanting to get stuck into these topics!
@6pakAL
@6pakAL 3 года назад
Great video! Meta tutorial sources are one of the most under produced resources on the internet and I'm ecstatic to see more people adding them! One thing that bugged me in the video however, cos is pronounced cosine. Sin = sine, cos = cosine, tan = tangent.
@Madbook
@Madbook 3 года назад
Thank you so much! Yeah, you are 100% correct - I think I say 'cos' out of years of bad habit... or because 'cos' and 'sin' verbally sound more different? Or maybe I'm just making excuse's now.. 😅 I'll try to be more accurate next time!
@dreamleaf6784
@dreamleaf6784 11 месяцев назад
I'm doing discreetskeet math right now. And it includes graph theory. I'm a snhu comp sci student
@GeomeTeamCraft
@GeomeTeamCraft 11 месяцев назад
Basic Integral and differential calculus can be quite useful
@Madbook
@Madbook 11 месяцев назад
Agreed! I think most beginners can get by with "position += velocity * deltaTime" until they get to the more intermediate/advanced parts of game development though!
@udyfrost6380
@udyfrost6380 11 месяцев назад
@@Madbook True. It's like how overtime, I found realized "position += velocity * deltaTime" isn't always ideal, it should be "position += (formerVel + currentVel) * 0.5f * deltaTime" because of acceleration/deceleration .
@chappie3642
@chappie3642 11 месяцев назад
@@udyfrost6380 Well technically if you wanna implement accelleration you can just use Newton's motion equations, which are the double integral of a costant acceleration, meaning this is the real mathematical rule that governs the motion of a body with a constant acceleration, your update function would look like: "position += velocity*deltaTime + 0.5f*acceleration*(deltaTime^2); velocity += acceleration*deltaTime;" obviously you can make your acceleration vary in your program, as long as at each step you use the rule above with its current value. Also remember that a negative acceleration means that your body is either decelerating or accelerating in the opposite direction to the axis that the position specifies
@klaesregis7487
@klaesregis7487 10 месяцев назад
Randomness and chance are also a really important part of game development.
@pirateskeleton7828
@pirateskeleton7828 11 месяцев назад
With regards to Calculus, have to slightly disagree. While I don't find too much use for the limit or integration, the derivative is quite useful, especially given that it can be used to understand how to calculate stuff like velocity. My educational background is electrical engineering, specifically control system engineering. For my game project I end up applying quite a lot of concepts used in both control and signal processing systems. Stuff such as lag filters can be used to create smooth camera movement and eliminate high frequency noise. Concepts such as negative feedback loops, that have roots in differential equations, can be quite useful for making simulated automated systems that are meant to behave within your games physics environment. That being, said, I do agree with your other mathematical suggestions. I use trig in combination with vectors quite a lot.
@muddtheboss415
@muddtheboss415 11 месяцев назад
I was gonna say the same thing, I've used calculus in pretty much all the projects I have worked on. Especially for velocity and acceleration calculations. Knowing the calculus behind these physics concepts can actually do a lot to make a game feel better. When he was talking about this, he was showing the guy falling and using a parachute and I was just remembering a project where I did something similar and had to use calculus to smoothen a character's falling physics.
@Nammedit
@Nammedit 2 месяца назад
Hey! Great video and you're a great teacher, but the music in the background is really distracting.
@dischodave
@dischodave 9 месяцев назад
Fantastic video, mate. Hugely helpful. Thank you! :)
@Blaineworld
@Blaineworld 7 месяцев назад
marble blast gold messed up the diagonal movement thing
@TorQueMoD
@TorQueMoD 11 месяцев назад
OMG, I was wondering why it always seems like you move faster in diagonal directions. This happens in Unreal Engine games all the time. I'm pretty sure they're normalizing the vectors, but it's still noticeable.
@RayRay-uw6ms
@RayRay-uw6ms 11 месяцев назад
"Until next time, good bye!" I don't think he's coming back guys.
@Madbook
@Madbook 11 месяцев назад
I plan on making videos again - just very busy doing a PhD at the moment!
@nexolec109
@nexolec109 10 месяцев назад
@@Madbook good luck
@robertmock4636
@robertmock4636 Год назад
Is there a good book to show me the maths I need and teach me step by step? I’m looking to get into game development myself like work for a game studio like naughty dog
@Kayotesden
@Kayotesden 11 месяцев назад
This is so amazing! As a software engineer, I dont need Math daily, however, I have always felt the need to learn it to get deeper into the field. This is a great starting point!
@YuMiGaNdARockstarVA
@YuMiGaNdARockstarVA Год назад
thanks BRo
@Syntaxify_dev
@Syntaxify_dev 2 месяца назад
what is the name of the game with the parachute 2:06 ?
@TheAgentAPM
@TheAgentAPM 10 месяцев назад
You didn't mention series. These are also useful in programming. In simpler environments than Unity though.
@itsME-dc4vm
@itsME-dc4vm 3 года назад
nice ;D
@goosifyed9717
@goosifyed9717 10 месяцев назад
the entirety of this intro sounds like a squarespace ad
@scottwarner9856
@scottwarner9856 Год назад
Just popping in to say that if you go into discrete math without first having *at least* done pre-calculus, you're going to have a bad time.
@FunctionallyLiteratePerson
@FunctionallyLiteratePerson 11 месяцев назад
Usually they have a retirement for that, but I personally think even some.linear algebra and calc 1 can be a great help.
@aik21899
@aik21899 11 месяцев назад
Which game is played at 3:31?
@UltramarineAfterglow
@UltramarineAfterglow 3 года назад
interesting, i'm too dumb to really understand quaternions, but i kinda know how to use them to get the result i want :)
@doomera5911
@doomera5911 11 месяцев назад
would this also aplly to someone who has forgot everything from school?
@dorago4139
@dorago4139 Год назад
Hey there! Could you please recommend which degree would be worth choosing for game development, Software Engineering or Computer Science
@FunctionallyLiteratePerson
@FunctionallyLiteratePerson 11 месяцев назад
I would suggest software engineering. Computer science is more like how programs and computers/computing works. Software dev is probably more relevant if the school doesn't have a game dev major
@dorago4139
@dorago4139 11 месяцев назад
@@FunctionallyLiteratePerson oh alright, thanks for the advice! btw would taking a game dev major be risky?
@Kuroten01
@Kuroten01 3 года назад
I like this video, but you say calculus isn't needed then proceed to list around 4 items directly related to calculus (vector calculus: Quaternions, Dot Products, Cross products, Normalizations). For those unaware of what vector calculus is (normally called Calculus 3, or multivariable) "Vector calculus was developed from quaternion analysis by J. Willard Gibbs and Oliver Heaviside near the end of the 19th century, and most of the notation and terminology was established by Gibbs and Edwin Bidwell Wilson in their 1901 book, Vector Analysis. In the conventional form using cross products, vector calculus does not generalize to higher dimensions" So it directly deals with vectors, especially in 3D. If you are making a game in 3D and get intimidated by the daily math required, you are most likely lacking in calculus. So why the hell is knowing calculus essential to not only vectors but 3D math? Because of the tangent. Calculus teaches you how to use derivatives and manipulate slopes. Knowing this helps tremendously as the tangent is the most easily accessible 3D Vector. The essence of calculus is literally just finding the tangent. Let's take a vision cone system. A spotlight. Think to breathe of the wild guardians that use a spotlight to find the player. Note, I will simplify a bit as the math can get long. Naive approach. Let's just make a cone by creating a circle that gets larger as it approaches the ground. Concentric rings so to speak. We get the following vector: v = (cosine(angle), sin(angle)). v*d, where d is the distance from the ground. However, now move this cone to the X-axis and it squishes, the Y-axis and it breaks. For each axis, you need to figure out the appropriate ring...Because a circle in 2D is XY, a circle on the Y plane is XZ, a circle from the X plane is YZ. But what is a 2D circle projected onto 40% Y, 30%, X 15% Z ??? That is, as you travel on this 2D plane, you move in all 3 axes. A plane that is within all three axes, how do you create a circle then? More general approach: You get two vectors tangent to the plane, but perpendicular to each other and rotate them to form a circle. Oh boy, tangents, perpendicular, rotation, and speed, this is literally screaming derivatives and calculus. To do this you need the normal on the plane (how to do this, calc), get the tangent from that (how and why? Calculus), get the bitangent (how and why? Calculus), then do the following math: v = (tangent * cosine(angle) * radius) + (biTangent * sine(angle) * radius). (how and why? calculus) And now the guardians in BoTW can see link anywhere in 3D. And this leads to the final point, what is calculus? Well, calculus is all about approximations which is so important for computers. Things like floating-point precision are directly related to sequences and series. Along with that, calculus deals with analytical geometry, speed, physics...all of which are needed in a lot of games. There are so many examples of everyday effects in which knowing calculus is useful.
@Madbook
@Madbook 3 года назад
Hey, thanks for the feedback! Whilst I agree that calculus is incredibly useful, I still don't think it falls into the 'Maths for Beginner Gamedevs' category at the level of detail shown here. It would likely fall into 'Intermediate/Advanced Maths for Gamedevs', as calculus doesn't find it's way into most curriculums until the latter half of the education roadmap. To add to this though, most calculus problems that arise in gamedev are usually vastly simplified by the game engine being used. I agree that if you want to build your own engine, you'll need a very deep understanding of calculus - but for making a game, all of the mainstream engines will simplify out a ton of the complexity for you. Because of this, we will often use the practical outputs of calculus, without doing any calculus ourselves. Glad you liked the video on the whole though!
@FunctionallyLiteratePerson
@FunctionallyLiteratePerson 11 месяцев назад
At least in the USA, a good portion of that is covered more by linear algebra than calculus (vectors, dot and cross products, coordinate systems, etc).
@cathean19
@cathean19 11 месяцев назад
"Quaternion" *VINE BOOM*
@rakhelkhongsaiaccount99
@rakhelkhongsaiaccount99 3 месяца назад
Why did he stop uploading
@DjangoLowe
@DjangoLowe 11 месяцев назад
Matrix maths can be hand in game dev.
@exterminator9676
@exterminator9676 11 месяцев назад
14:13 Neither does Goldeneye 64 for the Nintendo 64!
@_sphnx
@_sphnx 3 года назад
It's been a while
@somedude5951
@somedude5951 Год назад
What about functions? Shouldn't one know thier mathematical use, before using them in programming?
@orestesdd
@orestesdd Год назад
What language do you use? Is it C++ or some other computer language? Thank you. 🤔
@FunctionallyLiteratePerson
@FunctionallyLiteratePerson 11 месяцев назад
He mentioned Unity so id assume c#
@kgoblin5084
@kgoblin5084 Год назад
Quick commentary on programmers
@cvspvr
@cvspvr Год назад
quaternions are an affront to god
@FunctionallyLiteratePerson
@FunctionallyLiteratePerson 11 месяцев назад
They can be very helpful. It's like complex numbers but extended - has a lot of applications, especially with rotating objects.
@Roxor128
@Roxor128 5 месяцев назад
Try rotors from geometric algebra instead.
@hughy897
@hughy897 10 месяцев назад
School depends on where you live. Here in Brazil you’re forced to learn math, Portuguese (to write better), spanish (most schools), english (very introductory), geography, history, physics, art (only stuff like drawing and paintings, that will compose your final grade), chemistry, sociology and writing (you learn how to write better to be ready for national exam’s essay you need to do get into a public University). Also fight against bullies and a culture that don’t value studying for anything besides exams. My whole school system was made just to prepare use for this national exam. Nothing more than that + teachers are underpaid and disrespected by their students.
@hughy897
@hughy897 10 месяцев назад
So, maths are a tool. You can represent irl world problems in different ways using it. Thats what most people dont know or rather don’t get.
@Temulgeh
@Temulgeh 11 месяцев назад
i start the video and hear "calculus is not very useful" excuse me i need calculus every time i make a movement system lmao it's the only reason i want to learn some calc (otherwise i don't really like it) (pinned comment is pretty good though)
@Madbook
@Madbook 11 месяцев назад
Agreed! I think most beginners can get by with "position += velocity * deltaTime" until they get to the more intermediate/advanced parts of game development though! Pinned comment is amazingly helpful!
@joevaghn457
@joevaghn457 Год назад
School is a lot of theory without much practical experience
@debrucey
@debrucey 10 месяцев назад
Subscribed because cute
@alejofossati
@alejofossati 11 месяцев назад
Math or Maths
@Madbook
@Madbook 11 месяцев назад
I'm from the UK, so "maths" for me!
@nilaier1430
@nilaier1430 11 месяцев назад
Nah, ChatGPT will deal with it
@foseydontanri7859
@foseydontanri7859 6 месяцев назад
these concepts are more related to physics than maths.
@Madbook
@Madbook 6 месяцев назад
Maths and physics are very closely related. We often use maths in physics, and physics can often motivate the maths! Thanks for sharing this perspective!
@foseydontanri7859
@foseydontanri7859 6 месяцев назад
@@Madbook math is the language of science, which is physics. learning words without knowing the meaning behind them is not beneficial. as such, learning math without learning the underlying physical concepts will not make much good. even abstract mathematical concepts are tied to physical concepts. boolean algebra, in the contexts of computers, boils down to transistors being bi-state devices. my humble advice to programmers, especially to game developers, is to learn physics.
@coslorem6943
@coslorem6943 11 месяцев назад
What? But FTX guy's girlfriend said, it's minimal meth
@Kwauhn.
@Kwauhn. Год назад
It's weird to me that you mentioned quaternions but not matrices. I feel like when discussing game maths I'd bring up things in this order: vectors > matrices > quaternions. Especially how vectors and quaternions can both be represented as matrices, it feels like a natural bridge to the quasi-4d weirdness of quaternions.
@TealComet
@TealComet Год назад
What are matrices used for in game development ? Any example ? I'm curious.
@akashbagchi8341
@akashbagchi8341 Год назад
​@@TealComet They're used alot in game engines to convert a 3d object to a 2d image which a player can see. This is the basic foundation of 3d rendering
@frankrivera1010
@frankrivera1010 11 месяцев назад
Math is singular!
@VHCosta
@VHCosta 11 месяцев назад
Tell that to the brits
@thepurplepanda4
@thepurplepanda4 Год назад
Did you just spend three minutes of your video stating that you need to do basic arithmetic, hut not really because its automated for you? ... I hate to be rude mate, and I hope I dont come off that way, but you know the field of computer graphics and the field of artificial intelligence are both extremely calculus and linear algebra heavy, right? That starts with basic aritmetic, and oftentimes extends to abstract algebra. It's not "nice to know but not necessary".
@Madbook
@Madbook Год назад
Yep, I stand by what I said - keeping in mind that "Beginner Gamedevs" is in the title. You are correct that 'computer graphics and artificial intelligence are both extremely calculus and linear algebra heavy' - but: - Most people aren't developing graphics systems - they are trying to make games. They'll be using unity, unreal, godot...etc which handles the vast majority of this for you in most cases - Artificial intelligence in games is not the same as the 'field of AI'. People aren't needing to understand stochastic gradient descent to develop their games. The type of AI required for games is totally different and generally revolves around a more basic logic What you point out is valid, but I think I think that falls into more intermediate and advanced gamedev, and as a result is generally for more niche cases. That's just my perspective on it though, cheers for the feedback!
@electrictrojan6719
@electrictrojan6719 11 месяцев назад
Get a physics degree
@falcon_64
@falcon_64 Год назад
I am good at games
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