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    Mathematics For Computer Games Development Using Unity

    Posted By: ELK1nG
    Mathematics For Computer Games Development Using Unity

    Mathematics For Computer Games Development Using Unity
    Last updated 8/2022
    MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
    Language: English | Size: 6.15 GB | Duration: 15h 6m

    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
    Did you know computer games use mathematics to perform every single task, from rendering to animation and physics to AI?  Mathematics is everywhere.  A fundamental understanding of mathematics is critical in every occupation and nowhere is it more important than in games development. It underpins all primary operations performed by a game engine.  You can't even move a character across the screen without it.  Keen to learn more and build up your knowledge in mathematics to improve your game development skills?  Then this course is for you.In this course you will build your own C# classes to work with the geometrical constructs of 2D and 3D space that will develop your understanding of positioning and moving game objects. In short you will build your own maths library to replicate some of Unity's Vector2, Vector3, Matrix4x4 and some Mathf methods.  Throughout, we will be using the Unity Game Engine to help emphasise the mathematics concepts.Join Dr Penny de Byl as she introduces game development mathematics using her internationally acclaimed holistic teaching style and expertise from over 25 years of teaching, research and work in games and computer graphics. Through-out the course you will follow along with hands-on workshops designed to teach you the vital mathematical techniques used in programming computer game mechanics and visuals.During the course we will be building a game that not only uses the code we've written to move 2D and 3D objects around on the screen, but to play the game you will have to use your knowledge of points and vectors to solve puzzles that will reinforce your learning.  You will also build numerous mini projects to apply mathematical concepts and see how they work in games environments.Learn how to program and work with:Bitwise Operations, Bit Packing and Bitboards2D and 3D SpacePointsVectorsMatricesMapping from one coordinate system to anotherPositioning ObjectsNavigationAnglesInterpolationQuaternionsWhat students are saying about this course:Brilliant course. Might be the most helpful course I've found on Udemy so far. Penny is an amazing instructor. Even by the end of the first section learned super valuable information that I can apply to my games.Early in the program but already learned enough to make the purchase price worthwhile.As always, the professor delivers a great, clear course on a badly needed subject to learn. She is so knowledgeable and can impart her knowledge to her students. I recommend all her courses and her YouTube channel.

    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 15 Putting Bitboards Into Practice Part 1

    Lecture 16 Putting Bitboards Into Practice Part 2

    Lecture 17 Putting Bitboards Into Practice Part 3

    Lecture 18 Other Bitwise Operation Hacks

    Section 3: Location

    Lecture 19 Cartesian Coordinates & Points

    Lecture 20 Plotting Points: A Simple Data Structure

    Lecture 21 Drawing Lines: Solution

    Lecture 22 Graph Line Challenge

    Lecture 23 Practice Locating 2D Points on a Cartesian Plane

    Lecture 24 Calculating Distance Part 1

    Lecture 25 Calculating Distance Part 2

    Section 4: Vectors

    Lecture 26 Introduction to Vectors Part 1

    Lecture 27 Introduction to Vectors Part 2

    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 37 Recreate Rotate and Translate Challenge Part 1

    Lecture 38 Recreate Rotate and Translate Challenge Part 2

    Lecture 39 Moving from 2D to 3D

    Lecture 40 Exploring Rotation in 3D

    Section 5: Intersections

    Lecture 41 Lines, Line Segments and Rays Part 1

    Lecture 42 Lines, Line Segments and Rays Part 2

    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

    Lecture 52 More Unity Specifics Part 1

    Lecture 53 More Unity Specifics Part 2

    Section 6: Affine Transformations

    Lecture 54 An Introduction to Matrices

    Lecture 55 Homogeneous Coordinates

    Lecture 56 Transformations

    Lecture 57 Matrices: Data Structures and Algorithms Part 1

    Lecture 58 Matrices: Data Structures and Algorithms Part 2

    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.