Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Math for Game Developers: Intro to Vectors

By Jorge "BSVino" Rodriguez | Published Apr 26 2013 11:26 PM in Math and Physics
Peer Reviewed by (Michael Tanczos, AllEightUp, Alpha_ProgDes)

video math vectors cross product dot product

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.

Starting with the second series, "Advanced Vectors", 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

The video below contains the playlist for all the videos in this series, which can be accessed via the playlist icon in the bottom-right corner of the embedded video frame once the video is playing. The first video in the series is loaded automatically

Intro to Vectors


GDOL (Gamedev.net Open License)


These are really good tutorials

Exactly what I was looking for. Thanks.

I'm not a big fan of Video tutorials but this one is pretty nice for beginners.

Awesome tutorial! You draw really straight lines too haha

This video was very helpful.

Awesome tutorial! You draw really straight lines too haha

Haha,nice tutorial,nice straight lines.

These are very useful and well explained. It has helped me simplify my own code, initially I was doing good old soh cah toa math to work out angles, then using that angle to work out x and y distances based on the angle and length I wanted the vector to be. Lots of messing about. As soon as you mentioned how to normalize a vector I realized that all I needed to do from there is multiply the resultant vector by my speed factor. Thanks!

The lines are straight because in photoshop you can hold shift down and it makes a straight line. I can't really draw lines that straight. :P

Fantastic videos, many thanks! :)

Note: Please offer only positive, constructive comments - we are looking to promote a positive atmosphere where collaboration is valued above all else.