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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Herrohkitteh

Need to recharge my batteries. (I forgot all my math skills)

3 posts in this topic

Tldr version below. The story! Several (6+) years ago I was failry interested in 2d game design and I had a couple 2d tile based game engines fairly complete for my needs. At some point I became more interested in asset creation (2d/3d art) and stopped coding. I recently went back to coding and quickly realized that the majority of the geometry and algebra maths that I had used frequently then had found their way out of the confines of my thick skull. TLDR - Can anyone suggest a few good sites with practical examples of some of the more common equations used in 2d game development? My biggest hurdle thus far is working out collision detection. Circle vs circle and rect vs rect are easy.. More complex/mixed geometry is a different story and I know the further I get into coding the more lost knowledge I'm bound to encounter. They always say 'use it or lose it' I lost it. >.<
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Well, I suppose that the main things you need are vector and matrices (linear algebra) and angles stuff (trigonometry)... I don't know of any site that collects together 2d math ready for use, but math sites as http://mathworld.wolfram.com/ or even wikipedia could be good starting points...

You couls also use google 'code search' or similar tools to look for libraries and algorithm sources.
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Programming isn't about math, it's about your head. People that are used to do math and started to do more math than coding had problems when they were supposed to return to coding and be productive. They lost skills and ability to churn sufficient quantity of code with ease.

As for your problem, self learn everything, or learn 3D math, and kill an axle.
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Try the book "Mathematics and Physics for Programmers" by Danny Kodicek. It discusses collision detection and response quite reasonably in a language-agnostic way (lots of pseudocode). Also includes some discussions about tile engines, physical collision response etc. It's not the most detailed, modern or specific treatment, but might prove useful based on your post.
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