• Advertisement

How to learn the math necessary?

Recommended Posts

I'm restudying math through khan academy because I believe my level is very low, but I was wondering if it's better to learn only the math necessary to do something at the moment (such as a parabola of a bullet) or to follow through a textbook or site to learn the theory with  some practice.

Share this post


Link to post
Share on other sites
Advertisement

There are books dedicated to math for games and graphics, you should check them out.  Search for 'math for game programming'.  Amazon will let you browse through the table of contents so you can see if its what you need.  There are also books on physics and other more specialized topics.

What is your current level of mathematics? Algebra?  Geometry?  Calculus?

Share this post


Link to post
Share on other sites

I'll watch it, thanks djsteffey. Now i'm at algebra 1 and geometry, I'm doing these 2 at the same time.

Edited by Luhan M.

Share this post


Link to post
Share on other sites
6 hours ago, Luhan M. said:

I'll watch it, thanks djsteffey. Now i'm at algebra 1 and geometry, I'm doing these 2 at the same time.

Well finish those up first.  Then consider getting one of the books on math for game programming if its what you need.  Did you take a look at them?  There are like three or four of them IIRC.  There are tutorials on the internet as well, but I don't know any of hand since I haven't looked for them for a while now.  For the simpler math I would search for tutorials on the internet, but for the more complicated stuff its nice to have a reference for yourself as well.  I still have my math textbooks from college.

Share this post


Link to post
Share on other sites

Since nobody seems to have mentioned it: Do lots of problems. Math is about solving problems. Good math books have problems at the end of each chapter. Take some time and try to solve them. That's the part of the book where you learn the most.

I got a degree in math and my primary way to study was to take a long list of problems and solve problems 7, 17, 27, 37... If along the way I discovered I needed something I didn't know, I would read the text about it, with the specific problem in mind. If I had time I would pick another digit and do another pass (say 4, 14, 24, 34...).

 

Share this post


Link to post
Share on other sites
3 hours ago, Infinisearch said:

Well finish those up first.  Then consider getting one of the books on math for game programming if its what you need.  Did you take a look at them?  There are like three or four of them IIRC.  There are tutorials on the internet as well, but I don't know any of hand since I haven't looked for them for a while now.  For the simpler math I would search for tutorials on the internet, but for the more complicated stuff its nice to have a reference for yourself as well.  I still have my math textbooks from college.

I did some research and found these books:

Foundations of Game Engine Development, Volume 1: Mathematics:

https://www.amazon.com/Foundations-Game-Engine-Development-Mathematics/dp/0985811749/

Game Physics Cookbook:

https://gamephysicscookbook.github.io

3D Math Primer for Graphics and Game Development:

https://www.amazon.com/Math-Primer-Graphics-Game-Development/dp/1568817231/ref=sr_1_2?s=books&ie=UTF8&qid=1512071016&sr=1-2&keywords=math+game+programming

Mathematics for 3D Game Programming and Computer Graphics:

https://www.amazon.com/Mathematics-Programming-Computer-Graphics-Third/dp/1435458869/ref=sr_1_1?s=books&ie=UTF8&qid=1512071016&sr=1-1&keywords=math+game+programming

 

Someone advocates in favor of one of these? Because is very expensive to ship to Brazil, so probably for now, I only can buy one of them.

Share this post


Link to post
Share on other sites
3 minutes ago, Mike2343 said:

There is a newer version of that book.

48 minutes ago, Luhan M. said:

Someone advocates in favor of one of these? Because is very expensive to ship to Brazil, so probably for now, I only can buy one of them.

Before you look for endorsements you should look at the table of contents of each and see if it has what you need.  Notice the 3d in alot of the titles... if you're doing 2d then they might not be of as much help... skipping things like the seperating axis theorem.

Share this post


Link to post
Share on other sites
12 hours ago, Infinisearch said:

 

Before you look for endorsements you should look at the table of contents of each and see if it has what you need.  Notice the 3d in alot of the titles... if you're doing 2d then they might not be of as much help... skipping things like the seperating axis theorem.

I thought that most of the things applied in 3D somehow could be applied to 2D as well. I'm just looking for a basic book to start, because in most of them the prerequisites judged by the author I would have to wait a little bit until I advance in my study through khan academy.

Edited by Luhan M.

Share this post


Link to post
Share on other sites
8 hours ago, Mike2343 said:

The YouTube series would likely work well too and be a lot cheaper than a book.

I'll  try it before buying a book. 

Share this post


Link to post
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
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By Bokchee 88
      I am animator by hand, and i am doing game animation for at least 8 years so far. During the last 2 years, i came with a idea for game and maybe some day, i want to start indie game company. As i am thinking to start game company, i am also thinking what kind of value i can give to the company. For example, am experience in animation,sales(I was selling web development services, before i jumped to gaming), bit of rigging- just not for production, i am learning on the side as well. The rest of the gaming production, like modeling, concept art, texturing, i am total noob or to say better, i am no near interest to do modeling for example, don't have such a patience to do it. But before characters and things are made for animating, what the hell i am would do?
      Also, what is the ideal size of the founding team of a game company? Positions to be filled mostly are, Concept artist, Modeler/Texture artist, programmer, animator-rigger. And later would need more people to join, like more animators, programmers, sound, fx,etc.
       
      And lastly, do i need to have something,like a prototype, to show people and get them interest, or should i ask someone i know, for skill that i lack, for example, Modeling would be great, texturing and rigging, and to start all together from scratch?  
    • By nick1
      Hello,

      I have limited programming experience in C++, but have always had a passion for games.  Where do I start?  I have a rough idea of the type of game I want to develop and am ready to commit the time necessary to learn new languages.  Are mobile games too difficult to begin with? Should I begin learning the basics of keyboard controls before attempting touch screens?  I would appreciate any input or advice!
      Thanks!
      Nick1
    • By khawk
      Dene Carter, Managing Directory @ Fluttermind LLC (@fluttermind)
      From Indie to Fable and Back. 30 Years of Wisdom.
      Started writing games in 1984 when he was 14 years old. What has he done in 33 years?
      Druid - Commodore 64 Original Dungeon Keeper core team Fable franchise and more Indie through AAA.
      "I am an idiot" - first learned in 1984, and every year after.
      Rockman - made $7500 for 2 weeks of work. Figured he could make 26 games a year, or $438k in today's money.
      Takeaway: Really stupid at 14.
      Even in 1980's, developer only got 12-14% royalties.
      (Side note: Dene is fun to listen to. Recommend this on the Vault when it goes online.)

      You are not your players.
      Made a black and white game on a Spectrum, which was color. Did it because he was poor. Problem is his audience were not poor, and had color TV's. Reviews were not nice. Players see things completely different to you. Do not forget that your players have not seen the game as much as you. Avoid difficulty/complexity-creep. The real world has distractions and beer - they don't care about your game as much as you do. Test your mobile game on the toilet - that's what your real players do. Fundamentally, players live inside their own brains, not yours. Those you ignore will ignore you in return. Design for your players' minds, not for you. Generalizing is Really useful
      "An expert who is too narrow has difficulty colaborationg" - Valve Employee Manual Did a lot of things over the course of his career. Everyone did everything in the 1980's and 1990's. Most developers generalized. Developing a broad skill-set aids communication. Large teams require collaboration and clear communication. Knowledge breeds respect (never say 'JUST'). 'Just' suggests a task is easy. It might not be. Ignorance is an energy. Don't forget you are human. You are designed to adapt and can do anything if you put your mind to it. Be a human. Learn a skill outside your area. Programmer learn how to 3D model. Artist learn how to code. Learn music, theater. Think of yourself as an artist. Rapid Team Growth is Dangerous
      "If your team can eat more than two pizzas, it's too large." Werner Vogels, Amazon VP/CTO Early Fable - 3 developers. Communication very easy. Later Fable, team grew bigger. At 12 people rumor mill started to develop. Can't have everyone in every meeting at same time. Pockets and cliques develop. Fred Brooks. Communication paths don't grow linearly. Team communication grows exponentially. [n * (n-1)] / 2 8 people on team, 28 connections. Ringelmann Effect - "Larger groups lead to less motivation & coordination & productivity." Decreased motivation - larger group, start to feel like a cog in the machine. Decreased coordination - communication pathways explode. Suggestion: Increase identifiability. Make sure everyone knows everyone's contribution. Most of all: think before growing your team. Blandness Has Its Uses
      Pursuit of excellence can be wasteful. Sounds counterintuitive. Blandness helps disguise repetition. Think reusing assets. Players notice the patterns. When asking for something to be made, communicate the context of assets - how will they be seen or heard? Often find they need to be bland. Prototypes Can Be Misleading
      Experiential games are difficult to prototype. More useful for mechanical games. Fable only came together at the very end - threw away at least one entire combat system. Looking back, it wasn't polished not necessarily bad. Bland prototypes are better than ugly ones for experiential. Keep prototype completely separate. Define prototypes success criteria. Art Style is More Important Than You Think
      Curate rather than create Style can hide the fact you can't draw. Restrict complexity. Style is marketing. Unique style tells players there may be something unique about your game. Streamline Your Process
      What is your iteration cost? Recognize your cost to try something and learn from it. Making your life easier is real work. Resist self-sabotage. (context of making tools) Closing Thoughts
      Don't let technology dictate your game's core promise. Static screenshots have to look good, too. No 1 pixel lines. Don't worry about the things people don't ever get to see. Don't panic if your game sucks - fix it. Editor thought: Really enjoyed this talk. Dene is a fun speaker, and his advice was raw, real world advice for anyone aspiring to make it in game development.
    • By bakchoi
      This is the 1st game we built by Cocos Creator! We need your feedback about this game on:
      Is this game fun?  How is the graphic performance (laggy?) How can we improve the game? https://itunes.apple.com/us/app/color-block-game/id1347502739?ls=1&mt=8
      Thank you =)
       
       




      App Preview - Color Block - 886x1920.mp4
    • By HouseAndMoon
      I make a game on my own. I do not use forums (until now) or social media programs to talk about it, I just do it. So the problem is: I finished the game, I published the game for android, no one (ok, 3 persons) check the game. So I see 2 possibilities: either the game is really, really bad (I suck) or I have no idea how to promote my game (this one is true for sure). I really think the game is rather fun but maybe I completely wrong. So, how the hell I check if my game is good or not and how the hell can I do some little promotion of my game for free. I would stop caring about the game if the game is really bad, but I sincerely think it is not. I would be grateful if someone post an opinion about this.
      Thanks.
  • Advertisement