Jump to content
  • Advertisement
  • Remove ads and support GameDev.net for only $3. Learn more: The New GDNet+: No Ads!

  • 04/27/13 05:26 AM
    Sign in to follow this  

    Math for Game Developers: Intro to Vectors

    Math and Physics
       (1 review)

    gdarchive
    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

    [playlist=PLW3Zl3wyJwWMduel9Luo0ex2JdKLVjYYp]


      Report Article
    Sign in to follow this  


    User Feedback


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

    Share this comment


    Link to comment
    Share on other sites

    Awesome tutorial! You draw really straight lines too haha

    Haha,nice tutorial,nice straight lines.

    Share this comment


    Link to comment
    Share on other sites

    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!

    Share this comment


    Link to comment
    Share on other sites

    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

    Share this comment


    Link to comment
    Share on other sites


    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!