Excellent talk it's been always a mystery to me how physics engines work, and this talk provided great insight! Would definitely buy a book written by this guy. Thanks sir
This is exactly the type of guy who puts people off math. He fails to give an intuitive description and immediately jumps into equations and jargon. This at best serves as a refresher for someone who is already familiar with these concepts.
Franz Luggin And one if those talents definitely isn't comedy; should have claimed he was a professional comedian at the end, woulda got a better laugh than the bodybuilder thing at the end! (Note: I do think it was a great talk in terms of content, and the guy clearly is intelligent, it just reeks of the geeky kid at school not realising geeks themselves can be cool and instead tries to be the class clown, but failing miserably as geeks are usually too socially awkward to do comedy as naturally as they'd like.)
@@andrewsparkes8829 Well someone with his frame probably get asked by a lot of people why he looks like a malnourished imp, so he uses humor to let people know that he is aware but won't be offended if someone points it out.
Fantastic Lecture. It's nice to see just how many different ways relatively basic Trig and Linear Algebra can be used to solve these kinds of problems. It really encourages you to think outside the box of your preconceived notions of how math is supposed to be applied to 3D game geometry and showcases how rewarding some lateral problem solving skills can be. Every day I discover a new way in which all the math I picked up in college is inexhaustibly useful.
It's gonna be better if you just take the time to study 2d Cartesian geometry first. I don't have any advice on how to start though, I studied all that through middle school and high school which allows me to use these concepts intuitively.
Both were on PC originally, but there were pretty good console ports. There is a great episode of DF Retro about the first game on the DigitalFoundry channel.
Boy I loved that game so much. Time for a reboot. The oddworld remake was pretty good. It can be done. edit: also, please link that talk about the collision. I looked for it.
at 7:43 he really said the math works out nicely in the end. but he is the same one who was saying "warning: some math ahead" you don't have to try to fit in to be less of a nerd
I thought I liked game programming when doing 2d stuff. I'm quite good at trig on a 2d plane. Then I tried 3d and it quickly became too much for me to wrap my head around. One of two classes I retook in uni was a class focusing on complex 3d math. I still hate quaternions to this day.
Wouldnt it be better to check for a hit if the hit point vertex is perpendicular to any pair of diagonally edge verticies. I mean its like right there!
Could time line math is better than the matrix calculated of vector in animate 3 dimensional irregular geometry? By writing timer control of light interference points is much smaller In data and faster in processing time?
I am a web application Developer(Java) and I realise how dumb I am compared to these guys. All we web developer do is learn frameworks, use API's built by people smarter than us and do CRUD operations with a Database. I think we should stop calling ourselves developers, its an insult to real developers. :(
This is real talk, man. For years I've been feeling the same way. You begin to realize how much you don't know, and how much you wouldn't be able to figure out on your own if you didn't rely upon the toolchains and infrastructure and environment you have. Game development (along with some other disciplines) really exercises the fundamentals of computer science, mathematics, algorithms, and data structures. That stuff is true engineering, software engineering, compared to what we do. It's a completely different thing.
I have talked a lot with ppl on reddit 3d graphics subreddit and many others about if it would be possible to do today what Carmack did in the 90's in term of 3d engine development etc and trying to build a engine who would/could rival Unreal 5 etc the consensus I received was that it's impossible to build a large engine alone theses days because they are 100x more complex than in the 90's and there is over 100 dev working on Unreal all time .. but it would be possible for a 3d graphics programmer to build a small 3d room like a 3d shooter to show all the examples he learned kinda like a portfolio if you want... mirror, reflection, water, light etc etc I wanted what's your opinion about all this and if it's a waste of time to learn 3d graphics theses days if the industry as a whole is standardizing on Unreal... Thank you for your time
Hey I am an year late in seeing this comment but I think it would be cool anyways to build one's own engine. Big game companies have to create their own game engines
@@whatsinaname2223 yes I talked with sweeney the guy who founded epic a few months ago, creating big 3d engine and pushing 3d rendering was 1 of my goal in life when I was programming 25years ago but I never had the chance to learn it correctly or have the time because of life... but he explained to me that it was impossible for 1 man to create one theses days its too complex and big there is a scale aspect to it... you can create a small great renderer but not a full 3d engine with all the toolings around so you need a team all theses solo programmer trying their own little hobby project are losing their time basicaly they should try to get funding and have a company started off the ground
@@whatsinaname2223 the witcher 3 is a great example of a custom made world class 3d engine who doesn't need unreal or pay the royalty that come with unreal engine
At the beginning of the video when he said "you probably guessed I was a professional bodybuilder but you're wrong I'm actually a graphic software engineer" why didn't anyone laugh at his joke? that is kind of offensive
no offense but why do you need to put "warning: some math ahead" you're already on stage, with a ton of people watching you, talking about this. and half the people don't even understand what you're saying including me but they're probably only here because they felt a little sorry for you but it's no offense. you are just very nerd-like and it's funny how you want to seem less like a nerd so that you can fit in. well that is just my assumption actually.
I've been developing 3D games for 2 years and Modding for longer, I've run into problems with the Geometry of shapes before sure, but this just seems way to complicated. Why not use the hundreds of tools available to do this for you? I've spent hundreds on tools to assist with shading, physics, and scripting. I've never heard of this in my life. What modern game dev has to do this from scratch anymore? This just seems like a huge waste of time.
Because learning hundreds of tools is a waste of time, knowing trigonometry and matrices make things more easier to optimize then to be depended on some third party tools
Because someone has to make and maintain those tools, and even if you're not that person it helps to understand the fundamentals behind them in case you ever need to troubleshoot issues with existing tools.
Excellent talk it's been always a mystery to me how physics engines work, and this talk provided great insight! Would definitely buy a book written by this guy. Thanks sir
This is exactly the type of guy who puts people off math. He fails to give an intuitive description and immediately jumps into equations and jargon. This at best serves as a refresher for someone who is already familiar with these concepts.
Is there I video I can watch that you feel demonstrates these concepts better to newbies?
@@sandwich_technology Not video but 3D Math Primer for Graphics and Game Development is a free book that is accessible and widely recognised.
@sandwich_technology 3blue1brown the essence of linear algebra
Knocked it out of the park. One of the most useful talks.
I guessed he was a professional body builder but i think i was wrong
He's a man of many talents. Even though, looking at how skinny he is, probably not more than 2, give or take a half.
I made the same assumption. But no, just another graphics software engineer with Intel.
He was just off the gear at that time to prepare for a programmer look.
Franz Luggin And one if those talents definitely isn't comedy; should have claimed he was a professional comedian at the end, woulda got a better laugh than the bodybuilder thing at the end! (Note: I do think it was a great talk in terms of content, and the guy clearly is intelligent, it just reeks of the geeky kid at school not realising geeks themselves can be cool and instead tries to be the class clown, but failing miserably as geeks are usually too socially awkward to do comedy as naturally as they'd like.)
@@andrewsparkes8829 Well someone with his frame probably get asked by a lot of people why he looks like a malnourished imp, so he uses humor to let people know that he is aware but won't be offended if someone points it out.
2:20 HELP! I'm already lost!
To get the normal and the area of a triangle without picking an odd man out, use `Area = 1/2* |a×b+b×c+c×a|` and ` n = unit(a×b+b×c+c×a)`.
thakns for this overview. it is exactly the list of referencable topcis i am looking for right know. perfect timing.
only he problem he doesn't explain anything
Fantastic Lecture. It's nice to see just how many different ways relatively basic Trig and Linear Algebra can be used to solve these kinds of problems. It really encourages you to think outside the box of your preconceived notions of how math is supposed to be applied to 3D game geometry and showcases how rewarding some lateral problem solving skills can be.
Every day I discover a new way in which all the math I picked up in college is inexhaustibly useful.
He didn't explain anything. It was more like a preview for a Udemy Course
fantastic talk, theme and speaker. Thanks for the upload, it was very insightful!
I need to sit down with a pen and paper and some action figures and visualize this shit more. It's too abstract still for me
It's gonna be better if you just take the time to study 2d Cartesian geometry first. I don't have any advice on how to start though, I studied all that through middle school and high school which allows me to use these concepts intuitively.
this is all high school math tho nothing fancy
Hey that's the guy that programmed MDK! He's got another talk about how they did collision in that game.
vexe Mdk?
Oh you're a youngster. I think MDK1 was on PSX, MD2 was PC. www.gamasutra.com/view/feature/131508/bsp_collision_detection_as_used_in_.php
Both were on PC originally, but there were pretty good console ports. There is a great episode of DF Retro about the first game on the DigitalFoundry channel.
Boy I loved that game so much. Time for a reboot. The oddworld remake was pretty good. It can be done. edit: also, please link that talk about the collision. I looked for it.
How old was he back then, 12?
at 7:43 he really said the math works out nicely in the end. but he is the same one who was saying "warning: some math ahead" you don't have to try to fit in to be less of a nerd
hey, im programmer and 3d student, this will fill well.
NO, you are a bodybuilder !
spoken like a true bodybuilder
BEATIFUL MATHEMATICS...
I thought I liked game programming when doing 2d stuff. I'm quite good at trig on a 2d plane. Then I tried 3d and it quickly became too much for me to wrap my head around. One of two classes I retook in uni was a class focusing on complex 3d math. I still hate quaternions to this day.
Wouldnt it be better to check for a hit if the hit point vertex is perpendicular to any pair of diagonally edge verticies. I mean its like right there!
Excellent start I must say! XD
Nice, got to dig into the implicit Euler stuff.
i thinks that's eulerrated.
Get off the internet, dad
He's drunk again. Just let him pass out.
Could time line math is better than the matrix calculated of vector in animate 3 dimensional irregular geometry? By writing timer control of light interference points is much smaller In data and faster in processing time?
Is it cross product is used when they are multiplanar and dot products used when they are coplanar? Because that is more logical
Inverse matrix is a way to yield a neutral result
Does anyone have the presentation slides from this?
at 7:56 the way he is moving is funny
Lost me 15 minutes in. Shows what I know. Time to brush up it seems.
I was lost about 2 minutes in, so you are ahead of me!
From the start did understand shit . At least y'all understand something
How privileged I am to have received a recommendation for a video in 2020, published on youtube in 2017, recorded in 2013 AND STILL
complain about it
Thank you for this awesome overview, I learned a lot, but please, Runge is pronounced somewhat like Roongeh, my ears ^_^.
very insightfull
Thanks.
There are some math but dont worry about it, it just easy!
Me: Whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
That joke at the very beginning was great and NO ONE laughed. I think he didn't leave enough time for it to land I guess but STILL?! Audience? Hello?
Oh Stan you bantersaurus!
I am a web application Developer(Java) and I realise how dumb I am compared to these guys. All we web developer do is learn frameworks, use API's built by people smarter than us and do CRUD operations with a Database.
I think we should stop calling ourselves developers, its an insult to real developers. :(
This is real talk, man. For years I've been feeling the same way. You begin to realize how much you don't know, and how much you wouldn't be able to figure out on your own if you didn't rely upon the toolchains and infrastructure and environment you have. Game development (along with some other disciplines) really exercises the fundamentals of computer science, mathematics, algorithms, and data structures. That stuff is true engineering, software engineering, compared to what we do. It's a completely different thing.
I have talked a lot with ppl on reddit 3d graphics subreddit and many
others about if it would be possible to do today what Carmack did in the
90's in term of 3d engine development etc and trying to build a engine
who would/could rival Unreal 5 etc the consensus I received was that
it's impossible to build a large engine alone theses days because they
are 100x more complex than in the 90's and there is over 100 dev working
on Unreal all time .. but it would be possible for a 3d graphics
programmer to build a small 3d room like a 3d shooter to show all the
examples he learned kinda like a portfolio if you want... mirror,
reflection, water, light etc etc
I wanted what's your opinion
about all this and if it's a waste of time to learn 3d graphics theses
days if the industry as a whole is standardizing on Unreal...
Thank you for your time
Hey I am an year late in seeing this comment but I think it would be cool anyways to build one's own engine. Big game companies have to create their own game engines
@@whatsinaname2223 yes I talked with sweeney the guy who founded epic a few months ago, creating big 3d engine and pushing 3d rendering was 1 of my goal in life when I was programming 25years ago but I never had the chance to learn it correctly or have the time because of life... but he explained to me that it was impossible for 1 man to create one theses days its too complex and big there is a scale aspect to it... you can create a small great renderer but not a full 3d engine with all the toolings around so you need a team
all theses solo programmer trying their own little hobby project are losing their time basicaly they should try to get funding and have a company started off the ground
@@whatsinaname2223 the witcher 3 is a great example of a custom made world class 3d engine who doesn't need unreal or pay the royalty that come with unreal engine
@@cloudstrife7083 Oh thanks for the advice!
@@cloudstrife7083 they switched to unreal engine for the next witcher
30:16, I'll try to finish the course!
This is amazing 🎉🎉😂❤😢🎉😅😢😅😢😊😮
At the beginning of the video when he said "you probably guessed I was a professional bodybuilder but you're wrong I'm actually a graphic software engineer" why didn't anyone laugh at his joke? that is kind of offensive
1:14 Yep, if a math illiterate like John Carmack can succeed then basic school math should suffice.
I feel like I understood maybe... 15% of this? And I now realize that may be an overestimation. 😅
my college math class?
Jonah Dominguez most of it, especialy in the first half even high school
@@Lmao-ke9lq lol i didnt go to college cuz im an american
no offense but why do you need to put "warning: some math ahead" you're already on stage, with a ton of people watching you, talking about this. and half the people don't even understand what you're saying including me but they're probably only here because they felt a little sorry for you
but it's no offense. you are just very nerd-like and it's funny how you want to seem less like a nerd so that you can fit in. well that is just my assumption actually.
I've been developing 3D games for 2 years and Modding for longer, I've run into problems with the Geometry of shapes before sure, but this just seems way to complicated. Why not use the hundreds of tools available to do this for you? I've spent hundreds on tools to assist with shading, physics, and scripting. I've never heard of this in my life. What modern game dev has to do this from scratch anymore? This just seems like a huge waste of time.
Sometimes you need full control on the stack. Not for indies of course.
Can I download some of your games?
Because learning hundreds of tools is a waste of time, knowing trigonometry and matrices make things more easier to optimize then to be depended on some third party tools
some people just want to make the world learn. but apparently, you don't appreciate it. so far, i really enjoy that talk and learn a lot
Because someone has to make and maintain those tools, and even if you're not that person it helps to understand the fundamentals behind them in case you ever need to troubleshoot issues with existing tools.