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Game Math and Physics Basics in 2D

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8:09:12

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  • 1. Displacementsdistances along x.mp4
    07:22
  • 2. Displacementsdistances along y.mp4
    03:08
  • 3. Unit vectors along each axis in 2D space.mp4
    03:47
  • 4. Relative positions along coordinate axes.mp4
    03:47
  • 5. World space vs. object space, part 1.mp4
    06:15
  • 6.1 blueshiptilted.zip
  • 6. World space vs. object space, part 2.mp4
    04:49
  • 7. Vector components in mathematical form.mp4
    12:00
  • 8. Vector components in unity, 2 objects.mp4
    06:12
  • 9. Displacements for tilted objects.mp4
    03:20
  • 10. Displacements and scenes translations.mp4
    05:06
  • 11. Z axis basics with physical model.mp4
    05:07
  • 12. Effect of rotation on one object.mp4
    06:25
  • 13. Vectorsvector components under rotations.mp4
    08:25
  • 14. Vector components in unity, 3 objects.mp4
    07:30
  • 15. Difference between distance and displacement vector length.mp4
    08:27
  • 16. 0 magnitude displacements vs big distances.mp4
    05:58
  • 17. Distance at tiny scales.mp4
    08:58
  • 18. Angle basics in unity.mp4
    09:51
  • 19. Magnitude and angle of displacement on unit circle.mp4
    09:57
  • 20. Vectors from unit vectors.mp4
    11:23
  • 21. Components from angles and length.mp4
    07:44
  • 22. Unit vectors from math.mp4
    07:15
  • 23. Vector addition for displacements, graphical rules.mp4
    07:39
  • 24. Vector addition math.mp4
    09:07
  • 25. Graphical vector subtraction.mp4
    08:00
  • 26. Mathematical vector subtraction.mp4
    07:43
  • 27. Midpoint of a segment.mp4
    05:25
  • 28. Centroids of point distributions.mp4
    06:52
  • 29. Weighted average, basic demo.mp4
    02:25
  • 30. Weighted average, multiple objects, unity.mp4
    09:18
  • 31. Simulation of coordinate translations, horizontal and vertical line segments.mp4
    04:56
  • 32. Diagonal translations on coordinates.mp4
    04:06
  • 33. 2D balance point, physical model.mp4
    04:40
  • 34. Rotations and translations.mp4
    06:25
  • 35. Constant speed in 2D, line segments.mp4
    06:28
  • 36. Square roots in more detail.mp4
    03:01
  • 37. Constant speed, diagonal movements.mp4
    05:44
  • 38. Constant velocity in 2D, horizontal and vertical.mp4
    07:58
  • 39. Constant velocity, slanted segments.mp4
    06:41
  • 40. Speed vs. velocity for line motions.mp4
    04:52
  • 41. 0 velocity.mp4
    02:29
  • 42. Average concepts.mp4
    06:32
  • 43. Average speed in 2D, horizonital segments.mp4
    05:12
  • 44. Average speed, slanted segments.mp4
    05:19
  • 45. Average velocity in 2D, horizontal segments.mp4
    05:26
  • 46. Calculations involving speed and velocity.mp4
    04:38
  • 47. Average velocity for slanted movements.mp4
    07:05
  • 48. Displacement vector from given velocity.mp4
    02:25
  • 49. Desired velocity from object to object.mp4
    06:24
  • 50. Constant acceleration changing speed.mp4
    06:30
  • 51. Visualizing acceleration.mp4
    07:04
  • 52. Average acceleration.mp4
    03:31
  • 53. Constant acceleration changing velocity.mp4
    03:06
  • 54. Visualize acceleration.mp4
    06:58
  • 55. Position vector.mp4
    07:28
  • 56. Final velocity vector.mp4
    03:41
  • 57. Basic vertical acceleration.mp4
    05:21
  • 58. Physical introduction to forces.mp4
    05:38
  • 59. Cancelling horizontalvertical forces.mp4
    05:33
  • 60. Cancelling slanted forces.mp4
    05:30
  • 61. Cancelling four forces graphically.mp4
    04:51
  • 62. Unbalanced forces.mp4
    07:49
  • 63. Summation notation applied to forces.mp4
    04:00
  • 64. Finding a missing vector graphically.mp4
    06:01
  • 65. Finding a missing force mathematically.mp4
    03:50
  • 66. Finding a force in a given direction.mp4
    05:27
  • 67. Force equals mass times acceleration.mp4
    07:35
  • 68. Velocity from force.mp4
    11:37
  • 69. Position vector from initial position, velocity and acceleration.mp4
    14:06
  • 70. Projectile motion summary.mp4
    05:47
  • 71. Projectile motion specific example.mp4
    04:02
  • 72. Decomposing projectile motion into individual functions.mp4
    04:29
  • 73. Understanding x(t).mp4
    05:28
  • 74. Understanding y(t).mp4
    07:44
  • 1. Dot product basics.mp4
    07:11
  • 2. Scalar projections with dot products.mp4
    05:58
  • 3. Projecting velocity components with dot products along x and y axes.mp4
    06:19
  • 4. Projecting velocity components along slanted vectors.mp4
    07:02
  • 5. Course Summary.html
  • Description


    Learn Useful Computer Game Math

    What You'll Learn?


    • describe unit vectors
    • describe vectors in general
    • describe scalars
    • describe distance
    • describe speed
    • describe velocity
    • understand coordinate transformations
    • describe world space
    • describe object space
    • describe forces
    • describe acceleration
    • describe displacement
    • describe the z axis in unity vividly
    • describe rotations
    • work with square roots as needed
    • describe vector components
    • describe magnitudes
    • describe motion on a circle
    • understand angles
    • add vectors
    • subtract vectors
    • multiple vectors by scalars
    • find unit vectors
    • find vectors of a desired magnitude and direction
    • understand weighted averages
    • describe average speed
    • describe average velocity
    • and many others!

    Who is this for?


  • This is a course for those are interested in understanding the mathematics of 2D game development.
  • This is a course for those who are interested in understanding the basic physics of 2D game development.
  • What You Need to Know?


  • It's helpful to have the latest version of the Unity installed.
  • You should already know how to work with signed numbers.
  • You should already have seen the concept of a two dimensional coordinate space.
  • More details


    Description

    1. Friends, please take the time to review the curriculum carefully before buying so you can see exactly whether this is the right course for you. Please do not join until you have completed this step.

    2. Please watch the free preview videos so you can see whether the presentation style works for you. Please remember  I am just one person, and I make my videos often after I have been working for many hours already.  Please do not join until you have completed this step.

    3. If something needs fixing, please let me know. Again, I'm just one person and not a big team of people. I will try to fix it as quickly as possible. Thank you.



    Course Overview: 

    1. This course is for those who already know how to make a simple 2D project in unity. I'm assuming you can figure out how to do this. Please remember, however, that using Unity is NOT the main objective of this course.

    2. This course focuses only on two dimensional math and physics concepts related to game programming.

    3. In some of the videos you see how to use unity.

    4. In some of the videos I use physical demonstrations to illustrate mathematical concepts related to game development.

    5. In some of the videos I write by hand on paper because this is faster than writing on the computer screen.

    6. You should be mentally prepared to work with square roots, vectors and units of various kinds like m/s and m/s^2 and kg.

    7. I draw a lot in this course to illustrate various vector concepts. In other words, I use a variety of teaching methods.

    8. There are a variety of exercises placed throughout the videos. Please try to complete every exercise. Practice, of the right kind, counts!:)

    9. These videos focus primarily on understanding the concepts of vectors, distances, angles, transformations, speeds, velocities, accelerations, forces, and related concepts.

    10. You should already be able to solve basic linear equations like 2+4+x=10  and you should understand how to compare numbers with ratios, as in 10kg/2kg. I do, however, still explain these too.

    11. Please be sure to read the curriculum with meticulous care before enrolling so you can be sure this is truly the right course for you.

    12. If you are already a great physics/math expert, please do not join this course. It will not help you.

    13. For the hearing-impaired, closed-captions are added automatically. I do not have control over those, so they might not be perfect.

    14. Thank you for reading, and see you inside!


    Who this course is for:

    • This is a course for those are interested in understanding the mathematics of 2D game development.
    • This is a course for those who are interested in understanding the basic physics of 2D game development.

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    I love computers , math and programming. I teach because it gives me great joy to understand things deeply and to share that knowledge with others.My education: 1. Master's degree in Statistical Computing2. BA in mathematics3. Professional development certificates from Microsoft in each area below:      1. Deep learning with Python     2. Introduction to Artificial intelligence     3. Data science with Python     4. Math for machine learning     5. Data science research methods with Python  4. Professional certificates from other schools:     1. Columbia university certificate in introduction to corporate finance    2.  MIT certificate in introductory economics
    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 78
    • duration 8:09:12
    • English subtitles has
    • Release Date 2024/02/05