Derivative is calculus. If you were able to grasp calculus then you have everything you need to learn linear algebra(probably the most useful form of math for game and graphics programming, and is all about matrices), specifically, the geometrical kind as the theoretical kind is sort of useless for game programming.

FWIW, math skills rust if you don't use them so make sure you have a solid foundation of college-level algebra.

For Linear algebra I'd recommend "Practical Linear Algebra: A Geometry Toolbox" by Gerald Farin. I've read the book myself and it was an excellent introduction to linear algebra for solving geometrical problems.

For a more game oriented math book, I'd recommend "3D Math Primer for Graphics and Game Development", note that even though it says primer it expects you to have a firm grasp on "basic" mathematical skills(e.g, college algebra, trigonometry, calculus). Note that it covers a lot of linear algebra too, just with more game specific topics.

If you have a hard time understanding these books, check out KhanAcademy and see where your math level stands and begin working towards them.

Thanks for the KhanAcademy site. No idea that existed ^^

Just start working in the IT world programming in J2EE, it means a lot of money, less work and more reputation and career.

Then later you can start any videogame project for fun. Or you could start a project while you are working.

IMHO, i was shocked to know that some half baked programmers earned the double than my salary of indie game developer, working trivial business projects (in fact, most business projects are database, logic,web and security. Rinse and repeat thousand of times).

It won't, but it's just easier working in the correct units for the functions, which in the case of angles is radians, since that makes the maths easier. You aren't gonna measure the speed of your car in furlongs per fortnight are you? As soon as you start doing calculus you should forget about degrees entirely. The only other sensible option is wangs, wide angles, which are like wchars but have 65536 wangs in a full circle instead of 2pi radians, since they play nice with integer overflow on computers ;)

[note: I just made up wangs but I like it as a terminology ;)]

And if you are asked to draw a right angled triangle with an angle of 45 degrees, you measure the angle anticlockwise from the x axis don't you? That's how all the trig functions are defined. I have no idea why computer scientists like measuring their angles clockwise from due North myself, maybe they want to be sailors?

Given that a Vectors Rotation is calculated in Degrees (which is how they are defined in SFML [0, 360]) I have to calculate in degrees

EDIT: Bites lip about you using degrees instead of radians and adding 90 degrees on to your angles instead of measuring them anticlockwise from the +X axis ;)

I guess I'll see if it comes back and bite me in the ass later Lol