Math for game development

Foreword

2 minute read

Why I am writing this book on every mathematical formula and technique used in game development.

Points and Vectors

9 minute read

What are points and vectors mathematically, where do they differ and how are they connected.

Angles

8 minute read

How do we go from vectors to angles and back. What is PI, cosine and sine exactly, and how can they help us to rotate points.

Transformations as matrices

13 minute read

How and when do we use matrices. An explanation of the most common uses of matrices to do transformations.

Lines

17 minute read

Lines, rays and line segments. How to know if a point is on a line. How to find the intersection of two lines, rays or line segments.

Triangles

10 minute read

What is the winding order of a triangle. How to determine the area. How to interpolate over a triangle and how to know whether a points lies in a triangle.

Polygons

15 minute read

What is the winding order of a polygon. How to determine the area. How to know whether a points lies in a polygon. How to determine whether a polygon is conv...