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Squirrel Eiserloh (Professor of Practice, SMU Guildhall)
Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!
Topic: Programming, Design
Tutorials: Math for Game Developers
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, artificial intelligence, and procedural generation requires thorough knowledge of the necessary mathematical underpinnings.
This tutorial continues the tradition of the "Math for Programmers" tutorial by presenting talks on a wide variety of subjects, including: biased randomness, navmesh generation, floating point error, procedural generation, and wave function collapse, as well as a deeper dive into intuiting splines, dot and cross products, and quaternions.
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.
Game (gameplay and engine) programmers and technical designers 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 transforms is expected, as well as some level of experience with the problem spaces in and around game programming.