
Learn why math matters in unity, use built-in functions for debugging, and test with floats, magic numbers, and inspector-verified results like 5 and 20 making 25.
Explore vector2 and vector3, and master operations like multiplying a vector by an integer, adding an integer, and adding two vectors; learn how floats represent position and rotation.
A vector is a line from the origin to a point with x and y components, using cross and dot products for rotation axes and perpendicularity in unity.
Learn to manually lerp rotations by applying delta time in the update method. Use slurp interpolation to fix wrap and achieve smooth 3d rotation with a directional light.
Use atan2 to compute the angle between directions, convert radians to degrees, and apply Euler angles or quaternions to rotate toward a target or the mouse cursor.
Calculate a triangle angle from a given side using sine or cosine and their inverses. Visualize sine and cosine waves and apply opposite over hypotenuse and adjacent over hypotenuse concepts.
Explore math concepts for game development, including the math behind reflections and gray cats, to build foundations for realistic graphics.
Learn how colliders and triggers drive physics with rigid bodies, including dynamic and kinematic modes, gravity, mass, drag, and axis locking, plus using movePosition for smooth movement.
Explore colliders and triggers, resize and reshape box, sphere, capsule, and polygon colliders, and work with 2D and 3D physics using triggers and on trigger enter.
Learn how physics materials control friction and bounce on 2D and 3D objects by applying them to colliders or rigid bodies, shaping velocity and interaction with physics.
We have created one of the best courses to learn mathematics for game development. We have used a practical pedagogy and a comprehensive syllabus which is must learn for any serious game developer.
In this course, you will be learning everything from calculating vectors to rotations. You'll be learning how to rotate characters based on the direction they are facing without using built-in systems. We'll also be learning how to calculate directions from angles, and much more. We will even learn the start of how to generate procedural terrain through Perlin noise.
So why wait? Let's get started learning essential math today, so you can create games in a much more effective manner!
Major Topics Covered
Basic Math Refresher
Vectors & Points
Quaternions ad Euler angles
Trigonometry
Ray casts & Reflections
Generating Textures & Terrain Through Noise
Physics & Mechanics
Stealth Game
Why should you take this course?
Math is an integral part of game development, while you can scrape by without it, having some math knowledge under your belt can be very useful. You will learn to:
How to differentiate vectors and points
Calculating rotation based on a reference object's position
How to create a box, sphere, and circle colliders and calculate their size manually based on the dimensions of the object.
Have an object rotate based on the ground's rotation below it
Master game mechanics and physics