Media Summary: In this short lecture I want to explain why The last video in our triangle mesh sub-series talks about how to position your triangle mesh in the world, and actually it's super ... We learn how to make a merry-go-round that spins, and an object sitting on the merry-go-round. Really this video is just a ...

Math For Game Developers Big Boss Enemy Matrix Scaling - Detailed Analysis & Overview

In this short lecture I want to explain why The last video in our triangle mesh sub-series talks about how to position your triangle mesh in the world, and actually it's super ... We learn how to make a merry-go-round that spins, and an object sitting on the merry-go-round. Really this video is just a ... Question? Leave a comment below, or ask me on Twitter: The Moving a character to a specific location by creating a vector between two points. Question? Leave a comment below, or ask me ... Getting Mario to jump with gravity by using a

I felt bad since we did the last video without much explanation of some of properties of integrals we used. This week's video is ... Dependent events are events where knowing the result of one of them changes the probability that the other will occur. We can ... Implementing rim lights in a shader. Find the source code here: ...

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Math for Game Developers - Big Boss Enemy (Matrix Scaling)
Math for Game Developers: Why do we use 4x4 Matrices in 3D Graphics?
Math for Game Developers - Model Transform Matrix
Math for Game Developers - Character Movement 8 (Matrices)
Math for Game Developers - Character Movement (Points and Vectors)
Math for Game Developers - Merry-Go-Round (Matrix Transformations)
Math for Game Developers - Backstabbing Part 2
Math for Game Developers - Character Movement 2 (Subtracting Vectors)
Math for Game Developers - Jumping and Gravity (Time Delta, Game Loop)
Math for Game Developers - Common Integrals
Math for Game Developers - Detecting Cheaters (Dependent Events)
Math for Game Developers - Rim Lighting
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Math for Game Developers - Big Boss Enemy (Matrix Scaling)

Math for Game Developers - Big Boss Enemy (Matrix Scaling)

Scaling

Math for Game Developers: Why do we use 4x4 Matrices in 3D Graphics?

Math for Game Developers: Why do we use 4x4 Matrices in 3D Graphics?

In this short lecture I want to explain why

Math for Game Developers - Model Transform Matrix

Math for Game Developers - Model Transform Matrix

The last video in our triangle mesh sub-series talks about how to position your triangle mesh in the world, and actually it's super ...

Math for Game Developers - Character Movement 8 (Matrices)

Math for Game Developers - Character Movement 8 (Matrices)

Use basis vectors to create a

Math for Game Developers - Character Movement (Points and Vectors)

Math for Game Developers - Character Movement (Points and Vectors)

This is the first

Math for Game Developers - Merry-Go-Round (Matrix Transformations)

Math for Game Developers - Merry-Go-Round (Matrix Transformations)

We learn how to make a merry-go-round that spins, and an object sitting on the merry-go-round. Really this video is just a ...

Math for Game Developers - Backstabbing Part 2

Math for Game Developers - Backstabbing Part 2

Question? Leave a comment below, or ask me on Twitter: https://twitter.com/VinoBS The

Math for Game Developers - Character Movement 2 (Subtracting Vectors)

Math for Game Developers - Character Movement 2 (Subtracting Vectors)

Moving a character to a specific location by creating a vector between two points. Question? Leave a comment below, or ask me ...

Math for Game Developers - Jumping and Gravity (Time Delta, Game Loop)

Math for Game Developers - Jumping and Gravity (Time Delta, Game Loop)

Getting Mario to jump with gravity by using a

Math for Game Developers - Common Integrals

Math for Game Developers - Common Integrals

I felt bad since we did the last video without much explanation of some of properties of integrals we used. This week's video is ...

Math for Game Developers - Detecting Cheaters (Dependent Events)

Math for Game Developers - Detecting Cheaters (Dependent Events)

Dependent events are events where knowing the result of one of them changes the probability that the other will occur. We can ...

Math for Game Developers - Rim Lighting

Math for Game Developers - Rim Lighting

Implementing rim lights in a shader. Find the source code here: ...