[HN Gopher] Introduction to math for game developers
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Introduction to math for game developers
Author : clessg
Score : 56 points
Date : 2023-07-07 20:35 UTC (2 hours ago)
(HTM) web link (docs.godotengine.org)
(TXT) w3m dump (docs.godotengine.org)
| treesciencebot wrote:
| The Math section as a whole seems very useful, especially for the
| self taught engineers (or people who need a quick memory refresh
| of the underlying subjects). The concepts are simplified enough
| that anyone with basic understanding of numbers can just jump in
| and learn what they might need regarding this particular field.
|
| I wonder whether something like this (albeit a little advanced,
| considering the field's depth) exists for machine learning?
| hatthew wrote:
| I don't think such a thing exists. Math for physical modeling
| for game dev is just the simpler aspects of linear algebra,
| which builds off of basic trig and algebra, stuff that most
| people learn by early high school. It's also simulating the
| real world, so it's easy to build intuition that way.
|
| ML math, depending on how far you want to go, builds off of
| statistics, probability, linear algebra, basic calculus,
| information theory. There's more things that it builds off of,
| and they're more advanced topics that people don't get as much
| exposure to without going out of their way. ML is usually a lot
| harder to build intuition about, since so much of it doesn't
| have real world analogies that can easily tie together the math
| with the application.
|
| There's a lot of individual pages scattered around the web that
| try to explain specific concepts in ways like this godot vector
| math page does (gradient descent tutorials come to mind), but
| there's no central repository or unified intuition because the
| scope is so broad. As the other guy mentioned, things like
| Andrew Ng's course are probably the best you're going to get if
| you want a decent understanding of the concepts.
| frfl wrote:
| Andrew Ng's Coursera course "Machine Learning", probably fairly
| well know at this point, is fairly entry level and cover the
| basic math and theory of machine learning and some deep
| learning. If that answer your question. Although the content is
| probably a mix of video and pdf (exercise material)
|
| There's also "Grokking Machine Learning" by Serrano, which I
| haven't read, but seems relevant to your question as well
|
| > Discover valuable machine learning techniques you can
| understand and apply using just high-school math.
| hotdogscout wrote:
| I wish there was something like Godot except with a code-centric
| workflow. Goldilock's Framework.
| boberoni wrote:
| I've had success with using VS Code for editing GDScript files,
| instead of using the built-in editor for Godot.
|
| When I started using Git to track my Godot projects, I realized
| that all the scene files (.tscn) are just text files, and the
| Godot editor is a GUI for editing these text files. Scene files
| just store data: relationships between nodes and properties on
| each node. After this relevation, the whole system started to
| "click" for me and I started treating Godot game projects just
| like any other web app or mobile app that I work on.
| hotdogscout wrote:
| I think your comment made the engine click for me too, wow,
| thank you.
|
| Do you know if there's a way to see the main update function?
| I have a hard time understanding what order the engine uses
| to runs each script.
| n42 wrote:
| I think you're looking for documentation on the SceneTree
| and "tree order". it really is a beautiful architecture
| when you dig into this and internalize it
|
| https://docs.godotengine.org/en/stable/tutorials/scripting/
| s...
|
| https://docs.godotengine.org/en/stable/classes/class_scenet
| r...
|
| https://docs.godotengine.org/en/stable/classes/class_mainlo
| o...
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(page generated 2023-07-07 23:01 UTC)