Math for Game Developers: Fundamentals of Calculus
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- Опубліковано 26 чер 2024
- This video is a gentle introduction to the fundamentals of Calculus for Physics and Game Programmers.
We'll start by looking at the basic concepts of physics simulation, deltatime, and proceed to discuss continuous functions and discrete functions.
You'll learn about differentiation and integration (derivatives and integrals) and how Euler integration is used in the simulation of movement of a physics engine.
For extra information on physics integration basics, visit: gafferongames.com/post/integr...
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Have fun! - Наука та технологія
Great job explaining Calculus. It's been a while since I took Calc, ODE and PDE and I've all but forgotten it. You make this topic a lot more interesting than my professors ever have. Keep it up!
I am a university student and a game dev hobbyist. I have calculus at school but this is just so awesome how you put these topics together. Thank you. Best way to learn
It’s funny that the best calculus explanation that I’ve ever seen in my life didn’t happen in a classroom, not even in a math UA-cam channel. This was amazing and I’m speechless by the level of clarity of your videos and explanations. Thank you very much
This is the best explanation of calculus I've ever heard. Thank you! Will def check out your courses
Can't believe this only have 5K views
What a very CLEAR explanation! Great work!
This lecture was incredible, thank you so much, you're great at teaching!
I love your lectures.
Hey Pikuma. Your videos are great!
May I make a suggestion.
Would it be possible to create a course titled: “Mathematics for Game Developers”
Where topics such as:
- Linear Algebra
- Calculus
- 3D maths (vectors)
Are covered.
Thank you!
Hi Lee, thanks!
In a way, I already have a course on these topics in my website.
Instead of simply having a course that teaches these concepts isolately, I have a course where I teach exactly these ideas but in the context of creating a 3D software renderer.
All these topics that you mentioned are covered in the 3D graphics course (with the exception of calculus).
I'm recording another course now on Physics Engines that covers vectors heavily and also calculus.
So, I have courses on these topics. it's just not called "math for programmers", but it's absolutely math for programmers. 🙂
Thank you for answering me Pikuma and the explanation.
I will definitely also check out your 3D software renderer course on your website.
Great Video!!
I dont understand why exactly we have to test a->b and b->a. In wich case theres a collision between a and b and not between b and a?
Awesome 😍
How does this help to calculate the bounce, given p(0), v(0) and p(max) where p(max) is the point our object would contact the ground. What is t and v when object is at p(max).
What's the story with the rubber duck?
pikuma.com/faq #2 😉
Is the audio on this video a bit crackly or is my pc dying on me? Great video by the way
Nah, you're absolutely right. I had a horrible mic in my first videos. It should be fixed now in the new lectures. 🤞
This is a brilliant video, I'll definitely check out more of your content thanks man
I think there are problems with floats and making them as tiny as possible, rounding errors are going to be an issue.
Wow, easy to undestand, obrigado.
O prazer é meu. :)
alright, too complicated for my brain
this is dynamite