Math for Game Developers: Fragment Shaders

Published March 27, 2014 by Jorge "BSVino" Rodriguez, posted by gdarchive
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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
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

Fragment Shaders

[playlist=PLW3Zl3wyJwWMpFSRpeMmSBGDShbkiV1Cq]
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A series of videos on the mathematics behind shaders, covering topics including normal mapping, lambertian surfaces, specularity, sprite lamp normal generation and fog

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