Game Math is easier than you think.
ฝัง
- เผยแพร่เมื่อ 20 พ.ค. 2024
- Linear Algebra is a scary term that is often associated with Game Development, but the reality is that the average game developer will only use simple arithmetic when making their games.
My goal in this video is to demystify the math that goes into making a game and show a concrete example of what can be done with extremely simple rules.
This was technically for the 3B1B SoME1 (Summer of Math Exposition #1) Competition, but is something I have wanted to make for a while. I will make more videos like this in the future explaining either Math or Development subjects that seem scary when you first hear about them but are actually very approachable.
#SoME1
Timestamps:
00:00 Intro
00:47 What is a Vector?
01:43 Addition
02:22 Subtraction
03:07 Vector Length
03:32 Division
04:00 Normalizing a Vector
04:27 Multiplication
04:51 Creating an Example - วิทยาศาสตร์และเทคโนโลยี
vectors are more interesting than I thought, wonderful explanation
THAT ENDING EXAMPLE IS SO AWESOME WTF
This is a wonderful video! Great explanation and the visuals really help!
once I was making a top down shooter in pygame, and the reason I stopped was because I couldn't get the sprite to look at the mouse. I didn't realize it at the time, but the script actually worked- the reason the sprite didn't look exactly at the mouse wasn't because of a programming error, it was because the sprite was rotated 90 degrees when I made it
I felt that in my heart dude. Hopefully one day you go back and finish it!
Duude you are way underrated the amount of clarity that your explanitions have is just incredible
Great videos. I love how beautifully explained each one is, especially this one. Looking forward to more and will support in every way possible.
Great video. I opened up Godot to write this orbit myself and I noticed something; in the video you say " subtract the black holes position from the particles position" but in practice I had to subtract the particles position from the black holes position. Other than that, everything worked fine. I tweaked the initial velocity and multiplied the force to get a desired speed and the spawned in a grid of particles and just stared at my screen for a while.
this is freakin incredible. please do more!!!
You're a natural at explaining things
I see Quote I upvote.
...Also because this video really helped explain things for me as someone who is terrible at math.
That example blew my mind
this dude is amazing your explanation is way better than ever teacher i have ever had in such a small amount of time aswell thank you are you thinking of making videos of the same concept with the diffrent linear algebra matrics ,system of equations and curves would love to see it keep it up anyway ,,
Oh my god, as a person who has struggled to properly understand vectors for a long time, this video has helped me so much. Thank you
really well made and explained!
Vectors can be tricky but they’re fun. Great video.
Nicely done :)
I really like your videos!
Well, I watched every 3blue1brown video on Linear Algebra so I'm basically an expert 😎
this is such a lovely video :)
very good video, vectors are fun
Thank you
Guys, hear me out.
We are not bad at math, we got bad teachers.
This video made me understand what a full semester couldn't.
I'm your 100th subscriber
ok now quaternions💀
Hey there! Excellent video as always, I just wanted to ask a question. I followed your example step by step in GODOT however it is not behaving as intended. The code is below, any help would be much appreciated. Thanks
extends Node2D
var velocity: Vector2 = Vector2(1, 0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var difference = $BlackHole.position - $Particle.position
var direction = difference.normalized()
var force = direction/difference
velocity += force
$Particle.position += velocity * delta
I did the same and found the solution. Swap the placement of black hole and particle position, i think he misspoke in the video.
var difference = $Particle.position - $BlackHole.position
Now, can you explain 3D transforms?
What do you mean but taking diirection and divide by distance ? What is distends in your case ?
6:11
Distance would be the magnitude of the difference vector, so vector b - vector a
@@Bitlytic thanks man!