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00:00
Intro.
1:58
Discussing the reason for a math discussion.
3:58
Overview of math in programming
8:20
Arithmetic & Algebra
10:07
Euclidean Geometry
12:35
Trigonometry
14:02
Calculus
18:12
Complex Numbers
19:58
Higher-level mathematics in game programming.
20:49
Linear Algebra
29:22
Partial Differential Equations
33:59
Ordinary Differential Equations
41:03
Non-euclidean Geometry
48:04
Topology
51:20
Minkowski Algebra
53:54
Control Theory
55:02
Interval Arithmetic
57:00
Graph Theory
58:32
Operations Research
59:48
Probability & Statistics
1:00:10
Discrete mathematics
1:02:33
Q&A
1:03:11
Do you even breathe bro?
1:03:20
Doesn't toroidal topology also apply to spheres?
1:07:58
Laptop battery dies
1:10:07
Q&A Resumes
1:10:36
Is it important to clarify many of these subjects can be learned when you need them, not needed as a baseline?
1:11:41
Most of 3D games is in euclidian geometry
1:12:25
What happens in partial differential equations if Scott Meyers is in a gorilla suit..
1:13:23
Don't the tiles near the inner part of the torus get smaller compared to outside?
1:15:59
How is dealing with complex numbers in four dimensions more useful for doing rotations?
1:24:39
Ever do anything with laplace transforms?
1:25:36
What type of math is used in AI?
1:26:05
Is all of the things shown in math classes useful?
1:27:01
Quaternions as you use them in rotations are not euclidian!
1:27:37
Can we talk a bit about what out of the master list do we expect to use in this game?
1:28:45
Will the next two weeks cover the basic functionalities of the parts that are math heavy?
1:29:22
Did you learn most of your math from books or did you take courses?
1:29:37
I heard Markov chains are also useful crossing control theory with probability. Will we use these?
Overview of the Types of Math Used in Games