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Math for Game Developers

6h 5m 14s
English
Paid
Updated September 2026

Math for Game Developers is a 38-lesson 6 hours 5 minutes self-paced course by SimonDev. Game math can feel hard when it starts with symbols and proofs.

Course facts

Lessons
38
Duration
6 hours 5 minutes
Language
English
Updated
2026-09-11
Instructor
SimonDev
Price
Premium

Game math can feel hard when it starts with symbols and proofs. SimonDev's Math for Game Developers keeps the focus on real game problems, so you learn why each idea matters.

Course Overview

This course teaches the math you use when you build games. You learn each concept through movement, rotation, physics, graphics, and game logic.

The course includes 38 lessons. Each lesson links the math to a task you can see in a game.

Core Topics

  • Trigonometry: Use sine, cosine, and tangent for movement, aiming, waves, and rotation.
  • Vectors: Work with direction and distance in physics, input, velocity, and forces.
  • Matrices: Build linear transforms for position, scale, rotation, and graphics work.
  • Quaternions: Handle smooth 3D rotation and avoid gimbal lock from Euler angles.
  • Boolean logic: Write clear rules for game state, AI checks, and player actions.
  • Interpolation: Create smooth animation, camera motion, transitions, and value changes.

Who This Helps

This course is a good fit if you know basic code but feel weak with math. It also helps if you want to understand what game engines do behind the scenes.

You do not need to enjoy abstract math to follow along. The lessons stay close to code, movement, and visual results.

What You Will Practice

  • Move objects with vectors instead of trial and error.
  • Rotate objects in 2D and 3D with more control.
  • Use transforms to place and draw game objects.
  • Smooth values over time for cleaner motion.
  • Read game math code with more confidence.

Why It Matters

Game development uses math in almost every system. Movement, cameras, physics, animation, and rendering all depend on the same core ideas.

This course gives you a practical base. You can use it when you build your own game systems or debug engine behavior.

Who teaches Math for Game Developers? SimonDev

SimonDev thumbnail

SimonDev (Simon Schreibt is a different person) is the YouTube channel and paid-course brand of an independent game and graphics developer — focused on the math, shaders, and Three.js / WebGL work that anchors modern interactive 3D in the browser. The channel has built a reputation for unusually deep treatments of computer-graphics fundamentals.

His CourseFlix listing carries three SimonDev courses: Three.js & GameDev, GLSL Shaders from Scratch, and Math for Game Developers. The teaching style is rigorous about the underlying math (linear algebra, trigonometry, calculus applied to graphics) that most graphics tutorials skip.

Material is paid and aimed at developers ready to study computer graphics from the foundations rather than copy shader recipes. For broader content, see CourseFlix's Three.js, Game Development, and Compilers & Interpreters category pages.

What lessons are included in Math for Game Developers?

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#1: Intro
All Course Lessons (38)
#Lesson TitleDurationAccess
1
Intro Demo
00:38
2
Introduction & Outline
02:06
3
Intro to Points & The Cartesian Coordinate System
06:20
4
Simple Distance
02:51
5
Intro to Vectors
07:13
6
Vector Addition & Subtraction
11:45
7
Associativity & Commutativity
04:00
8
Intro to 2D
04:19
9
Vector Addition & Subtraction in 2D
03:49
10
Distance in 2D
07:26
11
Introduction & Outline
03:34
12
Normalized Vectors
10:40
13
Vector Scaling
12:47
14
Dot Product
14:58
15
Cross Product
10:13
16
Introduction & Outline
03:43
17
Degrees and Radians
07:05
18
Basic Trigonometric Functions
11:34
19
Vector/Angle Conversions
15:37
20
Introduction & Outline
02:48
21
Matrices Basics
03:13
22
Basic Matrix Math
12:21
23
Visualizing Matrices
19:14
24
Transformations & Homogeneous Coordinates
15:17
25
Rotations and Gimbal Lock
20:12
26
Complex Numbers
08:54
27
Quaternions
34:24
28
Introduction & Outline
03:10
29
Logical Operators
06:46
30
Bitwise Operators
09:15
31
Bitflags
10:21
32
Introduction & Outline
03:28
33
Basic Linear Interpolation
16:05
34
Shaping Functions
18:47
35
Where Lerp Fails
10:28
36
Colour Interpolation
16:28
37
Vector Interpolation
09:58
38
Log Lerp
03:27
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Books

Read Book Math for Game Developers

#TitleTypeOpen
1Section 1-1 - Cartesian Coordinates - Answers —
2Section 1-1-CartesianCoordinates-Homework —
3Section 1-2 - Distances - Answers —
4Section 1-2-Distances-Homework —
5Section 1-3 - Vectors - Answers —
6Section 1-3-Vectors-Homework —
7Section 1-4 - AdditionSubtraction - Answers —
8Section 1-4-AdditionSubtraction-Homework —
9Section 1-5 - AC - Answers —
10Section 1-5-AC-Homework —
11Section 1-6 - 2D - Answers —
12Section 1-6-2D-Homework —
13Section 1-7 - AddSub - Answers —
14Section 1-7-AddSub-Homework —
15Section 1-8 - 2D Distance - Answers —
16Section 1-8-2DDistance-Homework —
17Section 2-1-NormalizedVectors-Answers —
18Section 2-1-NormalizedVectors-Homework —
19Section 2-2-VectorScaling-Answers —
20Section 2-2-VectorScaling-Homework —
21Section 2-3-DotProduct-Answers —
22Section 2-3-DotProduct-Homework —
23Section 2-4-CrossProduct-Answers —
24Section 2-4-CrossProduct-Homework —
25Section 3-1-RadiansDegrees-Answers —
26Section 3-1-RadiansDegrees-Homework —
27Section 3-2-SinCosTan-Answers —
28Section 3-2-SinCosTan-Homework —
29Section 3-3-VectorAngle-Answers —
30Section 3-3-VectorAngle-Homework —
31Section 4-1-MatrixBasics-Answers —
32Section 4-1-MatrixBasics-Homework —
33Section 4-2-MatrixMath-Answers —
34Section 4-2-MatrixMath-Homework —
35Section 4-3-VisualizingMatrics-Answers —
36Section 4-3-VisualizingMatrics-Homework —
37Section 4-4-HomogeneousCoords-Answers —
38Section 4-4-HomogeneousCoords-Homework —
39Section 4-5-Rotations-Answers —
40Section 4-5-Rotations-Homework —
41Section 4-6-ComplexNumbers-Answers —
42Section 4-6-ComplexNumbers-Homework —
43Section 4-7-Quaternions-Answers —
44Section 4-7-Quaternions-Homework —
45Section 5-1-BooleanLogic-Answers —
46Section 5-1-BooleanLogic-Homework —
47Section 5-2-BitwiseOps-Answers —
48Section 5-2-BitwiseOps-Homework —
49Section 5-3-BitFlags-Answers —
50Section 5-3-BitFlags-Homework —
51Section 6-2-Lerp-Answers —
52Section 6-2-Lerp-Homework —
53Section 6-3-ShapingFunctions-Answers —
54Section 6-3-ShapingFunctions-Homework —
55Section 6-4-LerpFails-Answers —
56Section 6-4-LerpFails-Homework —
57Section 6-5-Colour-Answers —
58Section 6-5-Colour-Homework —
59Section 6-6-Vectors-Answers —
60Section 6-6-Vectors-Homework —
61Section 6-7-LogLerp-Answers —
62Section 6-7-LogLerp-Homework —

What courses are similar to Math for Game Developers?

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Frequently asked questions

What prerequisites are needed for this course?
This course does not require advanced mathematical knowledge, but a basic understanding of algebra and geometry is helpful. It is designed for developers who might feel intimidated by math but want to learn essential concepts for game development, such as trigonometry, vectors, and matrices.
What projects will I work on during the course?
Throughout the course, you will engage in practical application of mathematical concepts to real-world game development scenarios. Projects will include using trigonometry for realistic movements, applying vectors for game physics, and employing matrices for linear transformations.
Who is the target audience for this course?
The course is tailored for game developers who need to strengthen their mathematical foundation to enhance their game development skills. It's especially suitable for those who are apprehensive about math but are eager to learn the essential concepts required in the gaming industry.
How does the depth of this course compare to other math courses for developers?
This course focuses on practical application rather than theoretical depth. It aims to provide clear explanations of core concepts like vectors, matrices, and quaternions, specifically in the context of game development, making it more focused and applicable than more general math courses.
What is not covered in this course?
The course does not delve into advanced mathematical topics beyond the core concepts needed for game development. Topics like calculus, differential equations, and advanced statistics are not covered in this curriculum.
What is the expected time commitment for this course?
With a total of 38 lessons, the course is designed to be manageable for busy developers. Though the exact runtime is not specified, students should expect to dedicate several hours a week to fully grasp the concepts and complete the practical exercises.
How will the skills learned in this course benefit my career?
The mathematical skills acquired in this course are crucial for game development and can enhance problem-solving and algorithmic thinking. Understanding vectors, matrices, and interpolation techniques is valuable not only in game development but also in other fields like computer graphics and simulations.