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This article is under review by the community - Current moderation totals:
Mark as peer reviewed: 1 votes (Dave Hunt)
Still needs work: 0 votes


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Math for Game Developers: Graphs and Pathfinding UNDER REVIEW

By Jorge "BSVino" Rodriguez | Published Aug 13 2014 08:43 AM in Artificial Intelligence

math ai pathfinding graphs breadth first search dijkstra

Math for Game Developers is exactly what it sounds like - a weekly instructional YouTube series wherein I show you how to use math to make your games. Every Thursday we'll learn how to implement one game design, starting from the underlying mathematical concept and ending with its C++ implementation. The videos will teach you everything you need to know, all you need is a basic understanding of algebra and trigonometry. If you want to follow along with the code sections, it will help to know a bit of programming already, but it's not necessary. You can download the source code that I'm using from GitHub, from the description of each video. If you have questions about the topics covered or requests for future topics, I would love to hear them! Leave a comment, or ask me on my Twitter, @VinoBS

Note:  
This series is ongoing - check back every Thursday for new content!



Note:  
The video below contains the playlist for all the videos in this series, which can be accessed via the playlist icon at the top of the embedded video frame. The first video in the series is loaded automatically


Graphs and Pathfinding






License


GDOL (Gamedev.net Open License)




Comments

Would enjoy more text overview of the video. :(

You had me with the math discussion and the "Kahn Academy" style tutorial.  I think this is a great way to teach this stuff.  But when you started typing in the C++ code and explaining pointers, not using vectors with pointers, using indices for data, and then showing the code in memory, then I felt like you were trying to teach a beginner how to use the language using a Node/Edge data structure as a learning tool.

I'm actually a big fan of your videos and I've recommended them to a lot of people in the past to help with understanding complex concepts like quaternions, etc. I think this is the first time I've seen you break to code though (maybe I've only watched ones where you don't), and although you did cover the basics of graphs, it really felt like you could have spent the 'code' time explaining a little bit more about graph basics, or even showing a simple BFS to get from A to B. (This is just referring to the first video in the series here. I'm sure you cover the bases by the end.)

In any case, Budapest made me lol. I was expecting Byzantium.

Please keep making videos.

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