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.