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Game Design & Game Programming

Category: math

Math for Game Programmers 05 – Vector Cheat Sheet

This is the long due fifth article in this series. If you aren’t comfortable with vectors, you might want to take a look at the first four articles in this series before: Introduction, Vectors 101, Geometrical Representation of Vectors, Operations on Vectors. This cheat sheet will list several common geometrical problems found in games, and […]

Math for Game Programmers 04 – Operations on vectors

Last time, we introduced vectors, and hopefully that introduction alone would be compelling reason to use vectors where it makes sense to. This time, we’ll discuss common operations associated with vectors, and their many uses. All of these operations are commonly found in vector operation libraries. Length Like we’ve discussed on the previous post, the […]

Math for game programmers 03 – Geometrical representation of vectors

In the previous post, we introduced vectors, and showed some very elementary uses for them. We presented them as a simple and convenient way to pack a number (3, in our case) of scalar values into a single object. Now, we’ll consider their geometrical representation, which will help you grasp them more intuitively. For simplification’s […]

Math for game programmers 02 – Vectors 101

If you don’t already use vectors (and I mean vectors in the MATHEMATICAL sense, not in the “dynamic array” sense that languages like C++ or Java use), this is probably going to be the single most useful piece of math you can learn for writing games. It’s easy, efficient, and makes your code much shorter. […]

Math for game programmers 01 – Introduction

Here comes a harsh fact of life: game programming requires mathematics. One could say that programming IS, in a way, math, but you don’t really need to know math to write the vast majority of programs. Most of the time, you don’t need it to write parsers, to interact with databases, to validate data. Games, […]