Practical, not academic
Every lesson starts with a real game problem. That is exactly how I wanted to learn this.
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The practical maths behind movement, aiming, cameras and game feel, explained visually and applied in Godot and Unity examples
Created by Hana Takeda
Most of the maths in games is not advanced. It is a small set of tools used again and again: vectors for positions and directions, the dot product for "is it in front of me", trigonometry for angles and circles, interpolation and easing for smooth motion, and a little bit of randomness used well. The trouble is that these tools are usually taught in abstract form, far away from the games where you need them.
This course teaches them through game problems. How do I make an enemy face the player? How do I check if the player is inside a vision cone? Why does my camera jitter? How do I make a projectile arc? Each lesson starts with a problem, explains the idea visually and then implements it.
Examples are shown in GDScript and C# for Unity, but the ideas apply to any engine or framework. Each lesson includes a small interactive demo you can play with to build intuition.
You should be able to program in at least one language and have tried a game engine before. School level algebra is enough; we rebuild everything else.
Indie game developer teaching Godot, Unity and the maths that makes games feel right
I make small indie games and game jam prototypes, mostly in Godot and Unity. I care a lot about game feel: how a jump responds, how a camera follows, how a hit lands. Most of that comes down to a few lines of maths and careful tuning.
My courses are project based. You build a playable game in each one, and every section ends with something you can actually play and show to a friend.
I teach beginners who have never opened a game engine, as well as programmers who know how to code but have never thought about frames, physics or input.
Every lesson starts with a real game problem. That is exactly how I wanted to learn this.
I have used dot products for years without understanding them. The vision cone demo made it obvious.
My camera was jittery at high frame rates. The exponential decay explanation solved it in minutes.
Interactive demos are excellent. I would like a few more exercises at the end of each section.
Deriving gravity from jump height and time to peak changed how our team tunes platformers.
As clear as quaternions can be without heavy maths. The local versus world space lesson was very useful.
Most examples are in GDScript. The Unity code is there, but less detailed.