Math me - 2d video games

I am a hobby programmer. I only deal with 2 games, not 3D materials. I don’t have a mathematical background, and many things turn me off, like bulges and corners of a bullet.

I took two courses of algebra in college at a local college, but am very disappointed. I got it both, but I really don’t feel like I use all this in my everyday 2d programming and still stick to corners / bullets paths etc.

I dropped out this semester for self-study. The college advisory board said I want to be in statistics for this, and it was really hard for me to enroll in this class. He said that Statistics then calculus I and II will deliver me what I need.

I read a lot and am not very sure about it. I think I should start with the book Geometry, and then move to Trigonometry? Is this the right approach?

Does anyone offer any good starting books for self study?

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3 answers

I got a lot from the 3D Math Primer for graphics and game development. "I know it talks about 3D, but there is a lot to do with 2D. And the math is pretty simple linear algebra.

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, , . , , . , . , , .

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:

1) , , . - , ( , , , , ).

2) ( , , ...), , , , ( ) . , , . , , , , - , , - .

3). - , , . , , sin 2 + cos 2= 1, , .

4) , , - . , , , . . , ( ), , , , . , .

Final suggestion: I recommend starting with a trigger and using a book that gives brief explanations, and then a lot of problems that are solved in the back. For example, a $ 13 Schaum Outline of Trig would probably be a good choice. You do not need to solve every problem in the book, but work with them until you feel comfortable, and then go.

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Source: https://habr.com/ru/post/1766467/


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