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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.

Read more

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.

Enroll now

What's inside

Learning objectives

  • 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!
  • Show more
  • Show less

Syllabus

2D coordinate and vector concepts
Displacements/distances along x
Displacements/distances along y
Unit vectors along each axis in 2D space
Read more
Relative positions along coordinate axes
World space vs. object space, part 1
World space vs. object space, part 2
Vector components in mathematical form
Vector components in unity, 2 objects
Displacements for tilted objects
Displacements and scenes translations
Z axis basics with physical model
Effect of rotation on one object
Vectors/vector components under rotations
Vector components in unity, 3 objects
Difference between distance and displacement vector length
0 magnitude displacements vs big distances
Distance at tiny scales
Angle basics in unity
Magnitude and angle of displacement on unit circle
Vectors from unit vectors
Components from angles and length
Unit vectors from math
Vector addition for displacements, graphical rules
Vector addition math
Graphical vector subtraction
Mathematical vector subtraction
Midpoint of a segment
Centroids of point distributions
Weighted average, basic demo
Weighted average, multiple objects, unity
Simulation of coordinate translations, horizontal and vertical line segments
Diagonal translations on coordinates
2D balance point, physical model
Rotations and translations
Constant speed in 2D, line segments
Square roots in more detail
Constant speed, diagonal movements
Constant velocity in 2D, horizontal and vertical
Constant velocity, slanted segments
Speed vs. velocity for line motions
0 velocity
Average concepts
Average speed in 2D, horizonital segments
Average speed, slanted segments
Average velocity in 2D, horizontal segments
Calculations involving speed and velocity
Average velocity for slanted movements
Displacement vector from given velocity
Desired velocity from object to object
Constant acceleration changing speed
Visualizing acceleration
Average acceleration
Constant acceleration changing velocity
Visualize acceleration
Position vector
Final velocity vector
Basic vertical acceleration
Physical introduction to forces
Cancelling horizontal/vertical forces
Cancelling slanted forces
Cancelling four forces graphically
Unbalanced forces
Summation notation applied to forces
Finding a missing vector graphically
Finding a missing force mathematically
Finding a force in a given direction
Force equals mass times acceleration
Velocity from force
Position vector from initial position, velocity and acceleration
Projectile motion summary
Projectile motion specific example
Decomposing projectile motion into individual functions
Understanding x(t)
Understanding y(t)
Other Ideas
Dot product basics
Scalar projections with dot products
Projecting velocity components with dot products along x and y axes
Projecting velocity components along slanted vectors
Course Summary

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Save Game Math and Physics Basics in 2D to your list so you can find it easily later:
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Activities

Be better prepared before your course. Deepen your understanding during and after it. Supplement your coursework and achieve mastery of the topics covered in Game Math and Physics Basics in 2D with these activities:
Review Vector Math Fundamentals
Solidify your understanding of vector math, which is crucial for grasping the concepts taught in this course.
Show steps
  • Review basic vector operations like addition, subtraction, and scalar multiplication.
  • Practice solving problems involving vector components and magnitudes.
  • Familiarize yourself with coordinate systems and transformations.
Review 'Essential Mathematics for Games and Interactive Applications'
Supplement your learning with a comprehensive book on game mathematics to gain a deeper understanding of the underlying principles.
Show steps
  • Read the chapters related to vectors, matrices, and transformations.
  • Work through the examples and exercises provided in the book.
  • Relate the concepts learned in the book to the topics covered in the course.
Practice Vector Calculations in Unity
Reinforce your understanding of vector calculations by implementing them in Unity.
Show steps
  • Create a new Unity project and import necessary assets.
  • Write scripts to perform vector addition, subtraction, and normalization.
  • Visualize the results of the calculations using Unity's scene view.
  • Experiment with different vector values and observe the changes in the scene.
Four other activities
Expand to see all activities and additional details
Show all seven activities
Create a Vector Visualization Tool
Solidify your understanding of vectors by creating a tool that visually represents vector operations.
Show steps
  • Design a user interface for inputting vector components and selecting operations.
  • Implement the vector operations using Unity's scripting language.
  • Display the resulting vector in the scene view using lines or arrows.
  • Add features to visualize vector magnitude, angle, and components.
Implement Simple 2D Physics
Apply your knowledge of game math and physics to create a simple 2D physics engine.
Show steps
  • Create a new Unity project and set up the 2D environment.
  • Implement basic physics concepts like gravity, friction, and collision detection.
  • Create a simple game with objects that interact with the physics engine.
  • Experiment with different physics parameters and observe the effects on the game.
Review 'Real-Time Collision Detection'
Expand your knowledge of collision detection techniques, which are crucial for creating realistic game physics.
Show steps
  • Read the chapters related to bounding volume hierarchies and collision queries.
  • Implement some of the collision detection algorithms in Unity.
  • Compare the performance of different algorithms and choose the most suitable one for your game.
Follow Advanced Unity Physics Tutorials
Refine your skills by following advanced tutorials on Unity's physics engine.
Show steps
  • Search for tutorials on topics like ragdoll physics, inverse kinematics, and procedural animation.
  • Follow the tutorials step-by-step and implement the techniques in your own projects.
  • Experiment with different parameters and settings to achieve desired results.

Career center

Learners who complete Game Math and Physics Basics in 2D will develop knowledge and skills that may be useful to these careers:
Game Developer
A game developer brings video game concepts to life. This involves coding the gameplay mechanics, implementing game physics, and ensuring smooth and engaging player experiences. This course focusing on two dimensional math and physics concepts related to game programming helps build a foundation for manipulating game objects, creating realistic movement, and designing challenging and fun game mechanics. Expertise in vector math, coordinate transformations, and physics principles like forces and acceleration, covered in this course, are essential for any aspiring game developer. This course may be useful to those interested in the underlying mathematical and physical principles that drive game development.
Physics Programmer
A physics programmer specializes in creating realistic and accurate simulations of physical phenomena within games or other applications. The physics programmer works to implement the game physics. This course, with its focus on two dimensional math and physics concepts related to game programming, provides a solid groundwork for understanding and implementing physics engines. It includes description of forces, acceleration, and motion, is beneficial for accurately simulating physical interactions. Anyone interested in creating believable physics-based interactions should consider this course.
Gameplay Programmer
Gameplay programmers are responsible for implementing the interactive elements of a game, such as character movement, combat systems, and puzzle mechanics. The gameplay programmer role requires a strong understanding of game math and physics. This course helps gameplay programmers, especially the sections on vectors, coordinate transformations, and motion, build a foundation to design fun and engaging player experiences. Course modules covering topics like vector addition, subtraction, and average velocity may be particularly useful.
Animator
Animators create the illusion of movement through a sequence of images, whether for cartoons, video games, or films. Animators should know how to manipulate objects in two dimensional space. This course focusing on two dimensional math and physics concepts related to game programming may help build a foundation for creating realistic and believable movement. The course sections on vectors, angles, and transformations build a foundation for animating characters and objects.
Motion Graphics Designer
Motion graphics designers create animated visual content for a variety of media, including commercials, websites, and video games. A motion graphics designer often uses math and physics principles to create realistic and engaging animations. This course focusing on two dimensional math and physics concepts related to game programming may help build a solid understanding of vector math, transformations, and motion. The course covers topics like rotations, speed, velocity, and acceleration, all of which are essential for creating compelling motion graphics.
Augmented Reality Developer
An augmented reality developer creates applications that overlay computer-generated images onto the real world via devices like smartphones or headsets. As an augmented reality developer, understanding how to manipulate and transform virtual objects in relation to the user's environment is extremely pivotal. This course focusing on two dimensional math and physics concepts related to game programming may help build an understanding of coordinate systems, vector math, and transformations. These skills are essential for creating seamless and intuitive augmented reality experiences.
Virtual Reality Developer
Virtual reality developers create immersive digital environments and experiences. The virtual reality developer needs a strong grasp of spatial reasoning and object manipulation in three dimensional space. While this course focuses on 2D concepts, it helps build a strong foundation in vector math, coordinate systems, and transformations that can be extended into 3D virtual reality development. The course is helpful in visualizing coordinate transformations, vectors, and other quantities.
Simulation Engineer
A simulation engineer develops software to model and simulate real-world systems for purposes such as training, analysis, or prediction. The simulation engineer benefits from understanding how to model real-world systems using mathematical and physical principles. This course may give these engineers a foundation in vector math, coordinate transformations, and physics concepts like forces and acceleration. The course sections on motion, velocity, and acceleration may be particularly relevant for anyone interested in realistic simulations. Simulation engineers typically require an advanced degree.
Robotics Engineer
Robotics engineers design, build, and program robots for a variety of applications, from manufacturing to exploration. This course may give a robotics engineer a basic toolkit of knowledge for controlling robot movement and interactions within a two dimensional space. The sections on vectors, coordinate transformations, and forces are beneficial for calculating robot trajectories and ensuring accurate movements. Understanding unit vectors may be helpful for controlling movement. Robotics engineers typically require an advanced degree.
Science Teacher
Science teachers educate students on scientific principles. This course may help science teachers who want to communicate concepts in physics. Familiarity with forces and motion may be relevant. The course may be useful to teachers who use game development.
Data Visualization Specialist
Data visualization specialists translate complex datasets into visual representations that are easier to understand. While this course focuses on game math and physics, the fundamental principles of vector math, coordinate systems, and transformations taught in this course may be useful for representing data points and relationships visually. A data visualization specialist will find the course on rotations helpful. The course may be useful for those who want to represent two dimensional data.
Math Teacher
Math teachers educate students on mathematical concepts and problem-solving skills. Often, math teachers explain the concepts behind vector math and coordinate systems. This course may provide teachers with additional insights into the practical applications of these concepts in game development. A math teacher may use this course as a source of examples. The course on unit vectors and vector addition may be particularly relevant.
Tools Programmer
Tools programmers develop software that streamlines the game development process for other team members, such as artists and designers. This often involves creating custom editors or scripts to automate tasks. This course may aid a tools programmer to understand the math behind certain transformations or calculations that the tools need to perform. Familiarity with vectors, angles, and coordinate systems may be useful as a tools programmer seeks to create efficient and user-friendly tools. A tools programmer should also know how to represent two dimensional space.
Instructional Designer
Instructional designers create learning experiences. An instructional designer typically blends pedagogy with multimedia practice. This course may provide instructional designers with an expanded toolset to create instructional materials. The modules which display graphical concepts and the modules which display physical concepts will assist in communicating concepts with a diverse array of students. It may be useful to those looking to apply new methods to instruction.
Data Scientist
Data scientists analyze and interpret complex data to identify trends, patterns, and insights. This course may not be immediately relevant to traditional data science tasks. However, the foundations of data science often include vector math. The course may be useful to understand the underlying math behind data analysis techniques. Data scientists typically require an advanced degree.

Reading list

We've selected two books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in Game Math and Physics Basics in 2D.
Provides a comprehensive overview of the mathematical concepts used in game development, including linear algebra, calculus, and geometry. It is particularly helpful for understanding the vector and matrix operations used for transformations and physics simulations. This book serves as a valuable reference for students who want to delve deeper into the mathematical foundations of game programming. It is commonly used as a textbook in game development programs.
Focuses on collision detection algorithms, which are essential for creating realistic and interactive game environments. It covers a wide range of techniques, from simple bounding box checks to more advanced methods like separating axis theorem. While some concepts may be beyond the scope of the course, it provides valuable insights into the challenges and solutions involved in collision detection. This book is more valuable as additional reading than as a current reference.

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