Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

hAL0

Minimum Math Req

This topic is 5230 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey ya''ll I was wondering what would be the minimum level of math required to effectivly make games of the 2D (tile/iso) type, and of the 3D type. I''m a Junior in highschool, and im in advanced algebra 2/Trig. But I''m not taking physics and people are talking about physics alot soooo... Yeah should I give up the dream of making a game until I learn some harder math? (BTW any freshmen that might be looking at this... Don''t screw around in highschool... I slacked pretty hard frosh year, and I''m kind of kicking myself for it now lol) Thanks, much appreciated as always.

Share this post


Link to post
Share on other sites
Advertisement
You need at least a PHD and a thorough understanding of Brownian motion.

No. What you have is a fine start, and there is no reason you can''t learn along the way. Higher understanding of math helps, particularly in optimising some algorithms, but some things are just so damn easy to do that what math you have should get you far.

The most important thing you should learn, I think, is how to figure out math problems for yourself. Don''t just memorise formulae but understand how things are derived, and you will have all you need.

Image loads when I''m online since I''m too lazy to find a permanent host.The following statement is true. The previous statement is false.
Shameless promotion:
FreePop: The GPL Populous II clone.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Just my couple cents but...

high school algebra should serve you just fine for the the basic end.

I personally found high school Calculus to be a joke, however, appled calc in university proved very beneficial.

Share this post


Link to post
Share on other sites
i''m a junior too,
and believe me even AP Calc BC isn''t enough

alg2/trig, sure, but physics and linear algebra are also musts

linear algebra is vector/matrix math that goes into things you
can''t imagine

physics you need in order to make the physics of a game, duh!!!

and calc provides you with the knowledge of why some formulae are the way they are, so you can optimize them and make your game run with killer FPS

Share this post


Link to post
Share on other sites
I am a junior too. Trigo is one of the most importment things to know, cause it helps you rotate objects, determine the new location of an object based on angle and distance, and stuff like that.

Everyboddy need someboddy!

Share this post


Link to post
Share on other sites
yeah you''re right, the power sincostan is amazing,

took trig my fresman year, we did matricies
but never anything like vector transformations

quote:

Dick''s Lemma:
"Just because you`re paranoid doesn`t mean they`re not out to get you."

The Programmer''s dilemma:
"Programming is like sex: One mistake and you''re providing
support for a lifetime."

Share this post


Link to post
Share on other sites
Math course, while good to have, won''t neccessarily make or break you when it comes to stuff like this.

If you can think logically and solve problems mathematically you can do it..

Share this post


Link to post
Share on other sites
in 2D, trig, basic algebra.

for physics, vector operations help A LOT. And 2D vectors and simple phsyics is a good launch platform to move on to 3D.

simple 2D matrices transformations helps too, but you can get away with basic trig for a 2D game.

in 3D, you can''t really get away without a good grip on vectors and matrices.

Share this post


Link to post
Share on other sites
The math requierment is overrated, sure for writing the advance stuff you need to know the math to suport it, but for basic 2D and some 3D you''ll managed with next to no math knoweledg (especialy if you''re using somone elses game lib/engine).
For writing say a 2D side scroler from scratch using OpenGL as the API you don''t really have to know any math (well perhaps some depending on why you want to deal with collision detection), you''ll of course have to be able to think logicaly but that''s not the same as math.


--
Spearhawk Productions
Project Andromeda

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
You need to know your matrices to understand the idea behind transformation. You also need to know the properties of cross Product and dot product to do fundamental stuff like collision detections.. For more advanced animation techniques such as inverse kinematics, it''ll require a certain knowledge of SLERP, Jacobian.. etc.. The trend is the more you are into animation especialy physical-based animation, the more math is involved for you to learn..

Share this post


Link to post
Share on other sites

  • 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!