GDC + VRDC@GDC 2018 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Math for Game Programmers


Squirrel Eiserloh (Lecturer, The Guildhall at SMU)

Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!

Topic: Programming

Format: Tutorial

Tutorials: Math for Game Programmers

Vault Recording: TBD

Audience Level: All

As gamers and gaming platforms continue to evolve and diversify, so has the complexity and variety of problems facing the modern game programmer. Creating the latest code for graphics, gameplay, animation, physical simulation, and artificial intelligence requires thorough knowledge of the necessary mathematical underpinnings. This tutorial continues the tradition of the Math for Programmers tutorial by presenting two talks on new ways to improve your math library, followed by an afternoon series of tutorial sessions relating to mathematical tips and tricks used in Procedural Content Generation (PCG).


Attendees will learn fundamental elements, tips, tricks, best practices, and practical considerations for using math in real-time games, with applications to both gameplay and engine programming.

Intended Audience

Game (gameplay and engine) programmers looking to learn or build upon their math skills, adding some new tools to their toolkit along the way. Basic working knowledge of vectors, trig, and matrices is expected, as well as some level of experience with the problem spaces in and around game programming.