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Math for Game Developers: Intro to Vectors

Peer Reviewed by Michael Tanczos, AllEightUp, Alpheus

video math vectors cross product dot product
A series of videos that visually explains and demonstrates various math concepts applied to game development

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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.

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


GDOL (Gamedev.net Open License)


Apr 26 2013 12:23 PM

These are really good tutorials

Apr 26 2013 12:44 PM

Exactly what I was looking for. Thanks.

Apr 26 2013 08:02 PM

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

Apr 27 2013 04:20 AM

Awesome tutorial! You draw really straight lines too haha

Apr 27 2013 11:09 PM

This video was very helpful.

Apr 28 2013 07:37 AM

Awesome tutorial! You draw really straight lines too haha

Haha,nice tutorial,nice straight lines.

Apr 29 2013 01:24 PM

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!

Apr 30 2013 08:02 AM

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

Sep 14 2013 08:01 AM

Fantastic videos, many thanks! :)

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