Applied Math and Physics 1

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This essential shared maths toolkit amongst game developers and independent game producers, arms your creativity when it comes to realistic programming.  We start with refreshing the trigonometric fundamentals, polar coordinate systems and (inverse) trigonometric functions, enabling us for an in-depth study of vectors focused on their dot and cross products. We will also cover matrices for a complete understanding of the 3D graphics pipeline featuring transformations, scenegraphs and its famous view transformation.  

 

Course material: Wolfram's Mathimatica 11, "Animation Maths" by Ivo De Pauw & Bieke Masselis (ISBN 979-9401432047)

Lecturer: Ivo.De.Pauw@howest.be