[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)