I'm preparing to make a video course about maths. Not all mathematics in general but the specific concepts needed to program games. I want to help people **get into programming and/or gamedev without the fear of maths**. I'll try to do my best to explain things in a clear manner, show visual examples as much as i can etc.

The format of this course is my voice and the screencast of what I draw with my tablet. I may mix it with images and some very visualy stimulating math videos I can find (you can help here too).

But I want a solid syllabus that makes the course available to virtually all levels and doesn't leave any game or programming related math concept out.

This is what I have thought:

- I will first teach "pre-algebra" concepts:
- a relaxed overview of number theory (integers, floats..)
- then order of operations
- variables
- equations and inequations
- factors and prime numbers
- fractions
- percents
- functions and graphs overview.

- Then more algebra itself:
- some equation solving
- more complex function concepts (domain and range
- graphs 2 sort of (linear functions, finding slope etc)
- overview of system of equations and how to solve them
- matrices
- Not sure if talking about series (arithmetic, geometric..) or logarithms...
- Introduction to function of circles and ellypses

- Pre-calc:
- more equations and graphs
- more logarithms? (like their properties and such)
- more functions (composition etc)
- very basic geometry (radiant vs degrees etc) and Pitagoras
- trigonometry

Each of those concepts will be a video-class of about 5-15minutes.

And I'm kind of stuck. Did I put too much in? Where should I introduce vectors? What else is needed for programming in general or gamedev in particular?

**All ideas and suggestions are welcome**

Thanks!

BTW: This will be a free course, doing it for the fun and to give back.

**Edited by Neithan, 28 May 2014 - 04:58 PM.**