
Mathematics For Computer Games Development Using Unity
Last updated 8/2022
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
A Beginner’s Guide to Essential Mathematics, Data Structures and Algorithms used in Game Programming applied in Unity
What you’ll learn
How to use bitwise operations to optimise processing and storage in games.
Everything there is to know about vector mathematics and how to navigate in 2D and 3D space.
The principles and practice behind collision detection with lines, line segments and ray casting.
The beauty of affine transformations and the fundamentals in transforming game objects.
What a quaternion is and how it is used to rotate game objects.
How to build a mathematics library in C# from scratch.
Requirements
Familiarity with the Unity Game Engine
Confidence in programming with C#
Mathematics skills to high school level (basic trigonometry and algebra).
Description
Overview
Section 1: Introduction and Welcome
Lecture 1 Welcome
Lecture 2 Join the H3D Student Community
Lecture 3 Contacting H3D
Lecture 4 FAQs
Lecture 5 How to Study This Course
Lecture 6 Basic Trigonometry
Section 2: Bitwise Operations
Lecture 7 Bits, Bytes and Binary
Lecture 8 Bit Flags & Bitwise Operators
Lecture 9 Turning Bit Flags Off
Lecture 10 Bit Masks
Lecture 11 Bit Mask Challenge Solution
Lecture 12 Bit Shifting
Lecture 13 Bit Toggling and Unity Specifics
Lecture 14 Bitboards
Lecture 18 Other Bitwise Operation Hacks
Section 3: Location
Lecture 20 Plotting Points: A Simple Data Structure
Lecture 21 Drawing Lines: Solution
Lecture 22 Graph Line Challenge
Section 4: Vectors
Lecture 28 Vectors: Moving to a Point
Lecture 29 Vector Normal Form
Lecture 30 Dot Product
Lecture 31 Derivation of Vector Angle Calculation
Lecture 32 Rotations
Lecture 33 Cross Product
Lecture 34 2D LookAt Challenge
Lecture 35 Dot Cross Challenge
Lecture 36 Challenge Solutions
Lecture 39 Moving from 2D to 3D
Lecture 40 Exploring Rotation in 3D
Section 5: Intersections
Lecture 43 Planes
Lecture 44 Another Line Constructor
Lecture 45 Intersection of Two Line Segments
Lecture 46 Improving Line Intersection
Lecture 47 Line-Line Intersection Challenge
Lecture 48 Line-Plane Intersections
Lecture 49 Line-Plane Intersections, Projections and Reflections
Lecture 50 Plane Reflections
Lecture 51 Unity Specifics For Intersections
Section 6: Affine Transformations
Lecture 54 An Introduction to Matrices
Lecture 55 Homogeneous Coordinates
Lecture 56 Transformations
Lecture 59 Translation
Lecture 60 Scaling
Lecture 61 Rotation
Lecture 62 Affine Transformations
Lecture 63 Shear and Reflect Challenge
Lecture 64 Quaternions
Lecture 65 Programming Quaternion Rotations
Lecture 66 Extracting the Rotation Axis and Angle
Lecture 67 Quaternion Rotations
Section 7: Final Words
Lecture 68 Final Maths Library Code
Lecture 69 Some Final Words from Penny
Lecture 70 Where to now?
Beginner game development students who want to be able to understand the mathematics behind game engines.,Skilled programmers keen to move into 2D and 3D game development spaces.,Game development enthusiasts who want a deeper understanding of how mathematics is applied in games.,Anyone with an appreciation of mathematics who wants to investigate how it is applied in computer game environments.

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