How to Game Dev in Any Dimension

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  • čas přidán 6. 09. 2024
  • Note: This video assumes a somewhat intermediate knowledge of math and physics, so I do move quickly through some things. If you have questions on matrix multiplication, the unit circle, vectors, or anything else in the video, feel free to ask at r/TheHappieMakers. There are no stupid questions.
    You also may want to pause the video at certain points to double-check my calculations. Doing the calculations is the best way to solidify your understanding of the concepts, but the even BETTER way is to implement them in code. The game dev challenge will be posted on the subreddit within the next day of this video's upload time, and I'll be streaming my code throughout the week.
    I try to stream every day at 10PM CST, but I may be changing my schedule to accommodate the fact that ~50% of my viewers are on the other side of the planet, and not in the cornfields of the Midwest. So be sure to follow me on Twitter ( / thehappiecat ) or Facebook ( / thehappiecat ) for updates!
    My streams are on Twitch at: / happiecat
    Also, we're about to hit 10,000 subscribers soon which is absolutely insane, especially in just a year. Thank you all, sincerely :)
    Check out:
    / miegakuregame (Miegakure Channel)
    • 4th Dimension explained (4th Dimension Explained)

Komentáře • 257

  • @eyesrajones
    @eyesrajones Před 8 lety +220

    I think if you told kids their first Physics class applies directly to game development, they might pay a little more attention.

    • @connor43057
      @connor43057 Před 8 lety +2

      ha that's so accurate.

    • @liesdamnlies3372
      @liesdamnlies3372 Před 8 lety +8

      I sure know I would've.

    • @bolicob
      @bolicob Před 7 lety +2

      I was just thinking that :P

    • @eyesrajones
      @eyesrajones Před 7 lety +7

      ***** That's what we're talking about. Most people take Physics for the first time in 10th grade, and if they used game development as a way to learn the concepts, more kids would get involved in STEM majors in college.

    • @rarebeeph1783
      @rarebeeph1783 Před 7 lety

      +Bobby Jones
      9th grade here, taking precal trig and basic physics.

  • @krigerkriger152
    @krigerkriger152 Před 8 lety +126

    I almost cried when I realized that what I was studying in Discrete Maths and Algebra actually serves for something...
    Thank you!

    • @Clairvoyant81
      @Clairvoyant81 Před 7 lety +11

      Imagine how pissed I was realizing that the algebra lectures I sat through while studying computer science could actually be used for fun stuff.
      Problem was: That was a few months after those lectures, because, for some reason, nobody thought it would be a good idea to tell those pesky students why this stuff could be useful.

    • @corbbing
      @corbbing Před 7 lety

      Duh. Discrete maths is a widely used thing for stuff. Like fft for example. Make yourself a fft neural netwokr and sell it to a big company #rektrightnow

    • @jesuschrist1501
      @jesuschrist1501 Před 7 lety +2

      you're missing the bigger point if you cared bout only games. math is what got us to the moon, math is what got us better technology, math is what got us better methodologies, math is what got us your smartphones, math is what got us automation machines, math is what got us conceptual rules that helps us innovate things, math is what got us scientists, math is what got us thinking forward! Sadly some schools are taking out math for gender studies and kids in rural areas think math is pointless... It's a sad world we live in.

    • @Clairvoyant81
      @Clairvoyant81 Před 7 lety +2

      +Jesus Christ
      That's all nice and dandy and works well as motivation for school math. However, when you're sitting in a university lecture on linear algebra, or analysis with a professor that doesn't care all that much and you with an already full backlog of work from the courses you actually like, that whole "bigger point" idealistic thingie suddenly feels pretty "meh".

    • @jesuschrist1501
      @jesuschrist1501 Před 7 lety

      Clairvoyant81 it's not even in college, you should already be learning these things in middle to highschool.

  • @firefoxmetzger9063
    @firefoxmetzger9063 Před 8 lety +4

    1) 0:42 Euler Method (with h = 1)
    2) 1:57 momentum conservation
    3) 3:00 spherical coordinates (this goes from 2D all the way to 4D)
    4) 6:00 affine transformation (this is definitly uni / collage material)
    5) 10:30 some fancy affine transformations of a tesseract from 4D to 2D (actually 3D, but its still rendered to 2D in the video :P)

  • @autolykos9822
    @autolykos9822 Před 7 lety +34

    Wow, a Mechanics and Linear Algebra lecture in fifteen minutes. Not bad!
    Little nitpick on the Euler method (using acceleration to change velocity, then using velocity to change position): It's good for explaining mechanics, but don't actually do this. It's numerically unstable, lags behind by one frame, and requires more calculations than necessary. Especially the instability will come back to bite you later on with weird physics glitches. What works way better is Verlet integration:
    en.wikipedia.org/wiki/Verlet_integration
    Instead of tracking velocity, you simply buffer the old position of an object when you move it. Then, for each frame, you apply accelerations this way:
    x_new = 2 * x - x_old + a_x * dt^2
    It also has the advantage that it handles movement constraints (like length of bones in a skeleton) naturally. You just make the new position fit the constraints, and the motion that results looks perfectly normal. No need to figure out how to change velocity, or what acceleration to apply.

    • @TheR971
      @TheR971 Před 7 lety +7

      Good point and NEVER USE COS()!
      At least not in a game loop which should run as fast as possible. Use dot products.
      Is there an applying xkcd for this?

    • @lescitrons
      @lescitrons Před 7 lety +1

      Pin this

  • @greg77389
    @greg77389 Před 7 lety +2

    I thought you would go into the details of how the world data is stored and accessed efficiently, such as using trees and obtaining all X within P, and such. How are you going to manage a 3D world when you have numerous actors running around doing things without an efficient, well-defined method for processing all of them?

  • @geeksy2278
    @geeksy2278 Před 8 lety +8

    This video was super helpful! Thank you little cat!

  • @Soulsphere001
    @Soulsphere001 Před 7 lety +1

    My personal method of understanding higher dimensions is this: A dimension (X) is just taking a lower dimension (X - 1) and stacking it on top of one another.
    An example is taking a stack of 1D lines and placing them on top of one another to create a rectangle (a 2D object). Then, to get 3D, you stack rectangles on top of one another to get a box shape (3D). To get 4D, you cannot think in terms of space. In 4D, you need to have stacks of boxes. Time is an easy way to see 4D, because each instance of you, especially in motion, at specific instances in time is part of that 4D stack.
    Another example is: Think of a single line of text, on one page, of a book. This line is our 1D object. Stacking lines creates a page of text (making a single sided page of text) which is our 2D object. Then, several pages of text makes up our book (a 3D object). Several books creates a single shelf of books (4D). Several shelves creates a book shelf (5D). Several book shelves creates a library (6D), and so on.

  • @DefineDeft
    @DefineDeft Před 8 lety +3

    this is like the vihart version of gaming
    love it-

  • @IgorAherne
    @IgorAherne Před 8 lety +8

    Found out in my uni that 3D translation is an equivalent of a 4-dimensional skew, had my jaw drop)

    • @liesdamnlies3372
      @liesdamnlies3372 Před 8 lety

      The math for shit like that is beautiful.
      Which is not in any way saying that it is intuitive. Like quantum physics. Beautiful maths...just...don't try to think about it too much. XD

    • @obinator9065
      @obinator9065 Před 5 lety

      lies damnlies It‘s intuitive. Teachers only miss out on showing that it is.
      Watch 3b1b, and you‘ll see what I mean.

  • @Darkrumors
    @Darkrumors Před 8 lety +1

    The information density here is awesome. Keep up the good work.

  • @scrublord95
    @scrublord95 Před 7 lety +11

    that thumbnail escalated quickly.

  • @OttoFazzl
    @OttoFazzl Před 7 lety +1

    This channel needs more subscribers!

  • @nyssa7625
    @nyssa7625 Před 8 lety

    I'm studying in Visual Communication Design and would love to work as a game character designer one day. I want to learn the basics of making games and I'm so happy I stumbled across your channel! You just got a new subscriber!

  • @inzanozulu
    @inzanozulu Před 7 lety

    Really good call on working in lower dimensions. This is especially important when implementing any sort of collision detection. It's why a lot of algorithms are implemented in 2D and then migrated to 3D once it "works"

  • @downstream0114
    @downstream0114 Před 8 lety

    I'd like to add that reducing problems to lower dimensions also works with spacial data structures, such as quadtrees.

  • @froge_
    @froge_ Před 7 lety +4

    I'm in my final year of high school, was thinking of maybe doing computer science. My question is, should I be able to easily grasp everything in this video if I want to stand a chance in college? I was getting a bit lost at times, although I could sort of grasp most of it (not well).

    • @GraveUypo
      @GraveUypo Před 7 lety +3

      no. don't assume you need to know what you're going to learn beforehand.
      i mean, you should know maths and physics, but you'll probably take another look into it when time comes.

  • @estebangomezllata9642
    @estebangomezllata9642 Před 7 lety

    My extra two cents as a maths undergrad:
    1) If you actually go through the effort of doing Linear Algebra, and are interested in how these matrices work, then it's worth checking out "Projective Geometry", a very simple add-on to LA. Essentially, projective geometry is the reason why we use the matrices with "1's" at the end. It also means that if the matrix is not of the form with a [001] at the bottom for the 2d case, you'd actually still get a valid map, but which would send some points "to infinity" and bring some points at infinity to your image... Essentially bringing the horizon into the picture. If your image was, say, defined on a square, just like you can "shear" it with a valid 2d matrix, you can make it look like a face of a cube in 3d with the right (2d) projection matrix.
    2) Though the video makes it seem each dimension is very similar to the next (which is very true in some sense), there still are drastic differences between dimensions.
    - While you can go "around" obstacles in 2d, you cannot go around obstacles in 1d. Take terraria vs minecraft for example; if your random generation makes a sudden spike, people will find it cool in minecraft (it'll be a landmark), but annoying in terraria since they can't go around it.
    - 1+2=3. In physics, the vector product is very important. It takes two vectors (2), and returns a vector (1) perpendicular to both of them. That's only possible because 2+1=3; there's no vector product in 4D. For example, most of rotations in space depend on the vector product. Thus, while we can easily talk about positions on 4D, it's much harder to talk about physics simulation in 4d (I don't know if it's even possible, but if it is, it'd be drastically different). Btw physics in 2D and 1D are done essentially by placing them in 3D (example; air hockey. it's not a circle, but a very short cylinder).

    • @franzluggin398
      @franzluggin398 Před 7 lety

      esteban gomezllata Since we have four dimensions at our disposal, the vector product fails to deliver an orthogonal output vector mainly because the kernel of the projection is 2d, and therefore you have a whole circle of unit vectors perpendicular to a surface. 3D tetrahedra should have only two unit vectors perpendicular to all their edge vectors since any three edges of a tetrahedron form a base of a 3d vector space, and all the rest are dependent. So like with inwards-facing and outwards-facing normal vectors, once you define an orientation, you should get a unique outwards-facing normal vector for any three linearly independent input vectors.

    • @moartems5076
      @moartems5076 Před 7 lety

      esteban gomezllata
      good points you made (me being a math undergrade too)
      also physics would be VERY different in 4d because from the wave pde one would hear everything youd say ever after.
      even more interesting objects are nonlinear manifold like surfaces of 4dimensional spheres or the schwarzschild black hole (which wrote a "raytracer" in)
      but i really like how easy this channel is on complicated stuff

  • @felixwindisch7387
    @felixwindisch7387 Před 8 lety +1

    I know you already made a Video about Collision, but I'd love to See a Video that explains the basic math behind it, because I can't wrap my head around it. Perhaps Raycasting too...

  • @brandongrey9240
    @brandongrey9240 Před 8 lety +1

    You always amaze me with your videos, their very complex but I love it^^

  • @dshcfh
    @dshcfh Před 8 lety

    All I did when making a 2d sprite game was modify velocities using button input and collision, and then add the velocities to the x y coordinates. I didn't use an ounce of trig in the entire game.
    If we were talking a 3d environment I the only change would be converting button input like forwards to add the right values to the x and z character velocities, that would be the only part to require trig appart from rendering.

  • @SilentLesch
    @SilentLesch Před 7 lety +1

    Oh my God, you have so many videos I wanna watch now.
    Why didn't I find you earlier, when I've been stuck with my 3D-rendering prototype?

  • @Joris1111111
    @Joris1111111 Před 7 lety

    You are basically explaining fysics in polar and cartesian coördinates...
    And then the camera matrix... BOOOOM mindblow :-) Was nice mathematics :-)

  • @ha123461
    @ha123461 Před 8 lety +8

    every word she said just flew by ...

  • @toomdog
    @toomdog Před 7 lety

    Wow. That was a flashback to first semester physics in the best way possible.
    Thanks for posting, and thanks for posting intelligence.

  • @joseph_98
    @joseph_98 Před 8 lety

    Doing A level physics and we've been doing mechanics recently, so we've been covering resolving vectors etc. Really cool to see how this can apply to game dev though, makes me want to learn it much more :)

  • @TimothyChapman
    @TimothyChapman Před 7 lety

    You are using a convention that is different than what DirectX uses. In DirectX, the bottom row of the matrix is the translation data. The top 3 values of the right column are completely unused.

  • @palleja03
    @palleja03 Před 8 lety

    The twitch channel link is just behind the time bar of the video, so you can't click on it, you have to type the url instead, TheHappieCat

  • @theLuking1995
    @theLuking1995 Před 8 lety +2

    That's helped mee to much. Thank you, great video. Do you know any book that explain well all of it?

  • @Druidy0
    @Druidy0 Před 8 lety

    Thank you for everything you do! Your in-depth explanations really simplify complex *things* for me, and a lot of others.

  • @williammccoll5563
    @williammccoll5563 Před 6 lety

    My library collection isnt complete, but you would love the books I have. Most are in C++, some C# and Assembly, but are mainly Graphics, AI, Sound, Physics and such. I also have 32 Demystified in Physics, Mathematics, Chemistry, Astronomy and Electronics. I wanted to have everything to make a great engine except where to start, I have a few on game engines but they only touch the surface. I have a ton in PDF form for all science, computer programming and such.

  • @pianogoat3717
    @pianogoat3717 Před 7 lety

    So 1D games would have one variable to hold the current position/camera, 2D games would have 3/4 variables (Player character X and Y, and 1 or 2 variables for camera, 1 variable being a set area for the camera to be focused on and 2 variables being, say, the top left/right corner and the bottom right/left corners), 3D having 3 variables for x/y/z, 2 or so variables for player rotation and too many variables for me to count for the camera? and even more for 4D?

  • @PrettzL
    @PrettzL Před 7 lety

    Hm, when it comes to mapping/diagrams this makes sense. But when it comes to interacting with a 3D world isn't Z depth rather than the skewer pointing absolute nadir and zenith?

  • @them8tysibulba
    @them8tysibulba Před rokem

    Very good video. Quick question though. isn't the z axis labeled on thr wrong side (assuming a right handed system)

  • @Sierra410
    @Sierra410 Před 7 lety +1

    I made 4D ball thingy and publish it on my site. Now this's in my recommends.
    Google, r u spying on me?

  • @TheGrandMasterFunk
    @TheGrandMasterFunk Před 7 lety

    really cool when youtube videos are exactly tailored to your specific needs.

  • @Loppy2345
    @Loppy2345 Před 8 lety

    Could you tell us more about what you actually do please? Like what type of games you make and what you actually want to make?

  • @cesar.carrillo
    @cesar.carrillo Před 7 lety

    Awesome video! - Thanks for sharing and congratulations on such a fantastic channel!

  • @antiHUMANDesigns
    @antiHUMANDesigns Před 8 lety +5

    When I program a "jump" for a character, I just apply an upward force (delta Y), and then let gravity and wind resistance do its job. No trigonometry needed. Seems weird, to me, to use sin/cos for that, since a jump is not a semi-circle. :/

    • @matthewhamby5749
      @matthewhamby5749 Před 8 lety +1

      +antiHUMANDesigns You have no angles if you're just jumping in one direction. (y). If you change position in two dimensions; such as jumping in the y direction while moving in the x direction you will have an angle relative to your original position. To display that you will have to compute the new location using those angles using sin() and cos().

    • @antiHUMANDesigns
      @antiHUMANDesigns Před 8 lety +1

      Matthew Hamby The X movement may already have a velocity. If I'm already moving sideways, and I press jump, then I will jump upwards *and* forwards.
      So I *only* apply a force on the Y axis, but leave the current delta X as whatever it was.
      Then I add gravity every frame, and "add" wind resistance for both X and Y.
      Yes, this does allow the player to jump vertically and come down where he stood, and doesn't force the jump to always be as long, as it depends on your current running speed.
      I see absolutely no good reason to have sin/cos in there.
      Also, I'm not sure, but it sounds like you're implying I haven't actually testes this and comfirmed it. I always do this, and it works really well, and is physics-accurate/natural, so to speak.

    • @aggbak1
      @aggbak1 Před 8 lety

      same here. I just apply a negative y velocity.

  • @ParhamSalamati
    @ParhamSalamati Před 8 lety

    Jesus! ...
    This is the first video tutorial in the past decade I had to play twice to get a clue of what's going on! :D

  • @calabiyou
    @calabiyou Před 7 lety

    Is there a link to TheHappieCat's video about Quaternions? I can't find it anywhere.

  • @SoulsGamerBierre
    @SoulsGamerBierre Před 8 lety

    You can indicate any book for this area? To study this calculations and otimizing, as most of your videos?

  • @AJMansfield1
    @AJMansfield1 Před 7 lety

    If only higher dimensionality was all I had to deal with in the thing I'm working on right now. Representing hyperbolic space in a computationally feasible and numerically stable way is very difficult.

  • @needlessoptions
    @needlessoptions Před 8 lety

    So awesome thanks for making this it helped me understand velocity and acceleration and actual physics stuff a lot more since I normally just increment and decrement an X and Y to make stuff move :P

  • @KaitoverMoon
    @KaitoverMoon Před 3 lety

    3:30 is where everyone completely stops understanding a thing shes saying

  • @WeirdBrainGoo
    @WeirdBrainGoo Před 7 lety

    You mentioned having a video on quaternions, but I can't find it. I hope I'm not just being blind and scrolling past it lol

  • @MyAce8
    @MyAce8 Před 8 lety

    you draw theta like a 'e' for some reason I find that funny

  • @ryan5554
    @ryan5554 Před 8 lety

    This is so relevant for me at the moment! using openGL for my university course to make some meshes, sweeps and transformations =)

  • @FarelForever
    @FarelForever Před 7 lety

    "Roman numerals? They never even _tried_ to
    teach us that in school!"
    ... reference :p

  • @stratmanuk
    @stratmanuk Před 7 lety

    Ok, I don't understand any of that lol (only just got my head around classes in C++!), can anyone suggest a good book to get me started with this stuff?

  • @FlameRat_YehLon
    @FlameRat_YehLon Před 8 lety

    Is there any benefit to use N+1 dimension position vector (rather than N dimension ones) to calculate the rotation on an N dimension space? That's my only problem, since it seems to me that 2x2 matrix is enough to rotate a object in a 2D space...

    • @pierrefurnon412
      @pierrefurnon412 Před 7 lety

      using only 3*3 matrix in 2d allows you to track the orientation of an object. Especially practical when you are rotating thing not around themselves.

    • @FlameRat_YehLon
      @FlameRat_YehLon Před 7 lety

      Elessar Eminciel Actually I've learned that from a book a while ago. But thanks for the explanation anyway.

  • @DheerajKumar-fh8jj
    @DheerajKumar-fh8jj Před 8 lety

    That's really great explanation. I will now go further and learn much more on dimensions. It really encourage me to learn more cool things out there! Thanks for the explanation :) and i request you to make some videos on AI starting from fundamentals. Thanks Once Again :)

    • @MrBlackspoon
      @MrBlackspoon Před 8 lety

      start with reading about steering behaviours for autonomous agents for ai principles

  • @RsV1deo
    @RsV1deo Před 8 lety

    Great channel! You got my support.

  • @dudeawsomeness1
    @dudeawsomeness1 Před 8 lety +16

    I'm gonna make a 4d game

    • @1889990
      @1889990 Před 7 lety +1

      has already been done but good luck and have fun ^^

    • @dudeawsomeness1
      @dudeawsomeness1 Před 7 lety +9

      the true akapi 7d

    • @noelearlwatson2724
      @noelearlwatson2724 Před 7 lety

      +dudeawsomeness1 196883d

    • @dudeawsomeness1
      @dudeawsomeness1 Před 7 lety +3

      sorry not a prime number, sorry man.

    • @noelearlwatson2724
      @noelearlwatson2724 Před 7 lety

      +dudeawsomeness1 i know it is not a prime number. I did not try to make it a prime number. Its the number of the monster group. Google it

  • @MortonMcCastle
    @MortonMcCastle Před 7 lety +1

    I've wondered for a while what Minecraft in 4 dimensions would be like.

    • @rarebeeph1783
      @rarebeeph1783 Před 7 lety +1

      Hard to comprehend on a 2d screen without Miegakure-like "4th" dimension movement controls. Actually, it'd still be trippy af.

    • @MortonMcCastle
      @MortonMcCastle Před 7 lety

      Project Overturn
      I imagine it would be kinda like 3D Minecraft but with 3 horizontal axis and a vertical one. It would load more chunks and you could use an item to cycle through which axis you can see.

    • @rarebeeph1783
      @rarebeeph1783 Před 7 lety +1

      +Morton McCastle
      That's what I was talking about, but I think the controls of the extra axis are the hardest part to create in a non-immersion-breaking manner.

  • @13thxenos
    @13thxenos Před 7 lety

    I've been waiting for miegakure forever. I might have to make my own 4d game to ever be able to navigate some 4d+time world.

  • @timgeldof7720
    @timgeldof7720 Před 7 lety

    very useful and interesting video!

  • @eyesrajones
    @eyesrajones Před 8 lety

    Those of us that have dealt with this math followed you the whole way. Everyone else was like "huh."

    • @mathewmccloskey8242
      @mathewmccloskey8242 Před 8 lety

      +Robert Jones I can honestly say that i only got about half of what she was saying...

  • @llauoylliklliwi970
    @llauoylliklliwi970 Před 7 lety

    omg dimensions (4d and so on) combined with games! 2 of my favourite things !

  • @quinlan5381
    @quinlan5381 Před 8 lety

    Why isn't there an actual "camera"? Why do you need to move the whole world to match what the player "expects" to see. It seems to me that having a "camera" would be easier...
    You should make a video explaining this HappieCat

    • @goji5887
      @goji5887 Před 8 lety

      +Quinlan Marcozzi She already did. Watch her "how do graphics work" video

    • @Senotaki
      @Senotaki Před 8 lety

      +Quinlan Marcozzi Because the monitor itself does not move. Or to phrase it better; What the computer draws onto and where it draws onto does not move. It will always have the same space to draw onto. This means that it needs to 'move' the world to fit in the viewport, which gives the illusion of movement. To my knowledge.
      Hope this helps!

  • @stratoskakalis1580
    @stratoskakalis1580 Před 8 lety

    ummm (for a game) just using a game engine and forgetting about all the physics is not an option?

    • @myavuz3619
      @myavuz3619 Před 8 lety

      Well, it's the best option if you don't mind what you do.

  • @alltheframes9015
    @alltheframes9015 Před 8 lety

    where did she learn al these things? I'm still trying to wrap my head around coding in Python XD

  • @happyduck1424
    @happyduck1424 Před 8 lety

    this is much easier to understand now

  • @PauloAndreAzevedoQuirino

    What awesome content!

  •  Před 7 lety

    Hi happy cat! :)
    I made this when I was in the university, and also a protocol to make it playable online, all made in Java 3D :)
    what I would like to do now is the same but without Newtonian physics but with the Schrödinger equations where location and momentum are just probability waves :) still thinking about this...

    • @coopergates9680
      @coopergates9680 Před 7 lety +1

      But then when you render or use such variables you have to measure them
      and degenerate all the possibilities to just one; it would be tough to
      simulate and maybe work with?

    •  Před 7 lety

      Cooper Gates or create a reality for every single possibility

    • @coopergates9680
      @coopergates9680 Před 7 lety

      Israel Cgutiérrez Each reality would be a level? How much would need to
      be duplicated? Not completely the same, of course.

  • @KarimInordinate
    @KarimInordinate Před 7 lety

    What about zero-d, the one pixel game

  • @salsagal
    @salsagal Před 6 lety

    TheHappieHypercat.

  • @eljapi9346
    @eljapi9346 Před 7 lety

    Your Channel is awesome

  • @filipe_paixao
    @filipe_paixao Před 4 lety +1

    0D and infinite D next

  • @myavuz3619
    @myavuz3619 Před 8 lety

    Is it easier if i use OpenGL?

  • @moahammad1mohammad
    @moahammad1mohammad Před 4 lety

    Imagine getting a math degree and then using it to make angry birds

  • @GeorgeWulfers_88
    @GeorgeWulfers_88 Před 8 lety

    Very nice!

  • @prashantnook
    @prashantnook Před 8 lety

    This helped me solve my physics problems

  • @joeypeeps0138
    @joeypeeps0138 Před 7 lety

    Here's an idea: one-dimensional Mario

  • @pedrolobo1081
    @pedrolobo1081 Před 7 lety +3

    Do you have a github?

  • @RomaineRC
    @RomaineRC Před 8 lety

    Thankyou Thankyou Thankyou!

  • @pianogoat3717
    @pianogoat3717 Před 7 lety +3

    I think CZcams is broken.
    I can't like more than once :(

  • @Skeleton-bs7zy
    @Skeleton-bs7zy Před 6 lety

    I can’t get this in python

  • @tessiof
    @tessiof Před 8 lety

    Any book recommendations about 3d/4d math?

    • @pierrefurnon412
      @pierrefurnon412 Před 7 lety +1

      look at 4th grade algebra lessons ;)

    • @AschKris
      @AschKris Před 7 lety

      Get a linear algebra book.
      Linear algebra is, basically, all the math you use for these kinds of manipulations.

    • @tessiof
      @tessiof Před 7 lety

      Christian thanks man. I bought one last week.

    • @jesuschrist1501
      @jesuschrist1501 Před 7 lety +1

      you shouldn't have bought one, you should've have learned these in middle school and highschool.

    • @EnderElohim
      @EnderElohim Před 7 lety

      You can check bible for 4d

  • @HeroeCompleto
    @HeroeCompleto Před 7 lety

    It is gonna be a long long way for being game dev, I didnt understand anything XD Nice video anyways

  • @ColtonPhillips
    @ColtonPhillips Před 7 lety

    Your videos kick ass

  • @rupamjyotidas736
    @rupamjyotidas736 Před 6 lety

    This channel is awesome 😲
    Looks like i am at the right place

  • @serdarcs3373
    @serdarcs3373 Před 8 lety +1

    There is an atomic bomb in my brain

  • @yousefedris3701
    @yousefedris3701 Před 6 lety

    if i knew that i'm gonna need these old physics and algebra while developing games .. i would have concentrated more and not just to pass the exam :((

  • @otesunki
    @otesunki Před 6 lety

    *brain explodes*

  • @NachoHexagons
    @NachoHexagons Před 7 lety

    what happened to this channel? where are the new videos? :(

  • @ScienceDiscoverer
    @ScienceDiscoverer Před 7 lety +1

    Why, why i had horrible math teacher at school and hated math? T____T Now gamedev is closed for me >_

  • @rodrigoappendino
    @rodrigoappendino Před 8 lety

    How does he model in 4D?

    • @phyl568
      @phyl568 Před 7 lety

      He doesn't model in 4D he models in 3D and gives a feeling of 4D by switching between both, the game is in 3D. There would have to be an x, y, z and a time axis all at the same time except the game pauses the time axis when the player is in a zone and reactivates it to change zone

    • @rodrigoappendino
      @rodrigoappendino Před 7 lety

      NDexis I know it's in 3D, but how he mães the models change like the game were a 3D projecion of 4D objects?

    • @phyl568
      @phyl568 Před 7 lety

      I don't know, I didn't make the game, he made some videos on it if you are interested go see them

  • @emogirl89allup
    @emogirl89allup Před 7 lety

    Holy crap!!....."I know kung fu..." (now to dabble in Unreal real engine...)

  • @anonymousmokona8541
    @anonymousmokona8541 Před 8 lety

    How to gamedev in R(n). Have you considered building a 0D-game? : D

  • @TF2Gaming101
    @TF2Gaming101 Před 6 lety

    epic trigonometry

  • @luizcarlosdeoliveira8760

    i like your math ...

  • @HardCapGamingOfficial
    @HardCapGamingOfficial Před 8 lety

    0:33 3C :P

  • @wielderXII
    @wielderXII Před 8 lety +1

    hahaha this is the funniest video on utube ever.
    rose are red
    rose are blue
    rose are brown
    i hate math
    i want to be come game dev
    i cry and laugh.
    i will keep watching ur video until i dont laugh everytime i see math shit

    • @RussellTeapot
      @RussellTeapot Před 7 lety +1

      "I will keep watching your videos until I don't laugh everytime I see math shit" AHAHHAHAAHAHH you are not alone my friend, I too laugh when I see math shit (if I don't go completely blank)

  • @SparseSparse
    @SparseSparse Před 8 lety

    Hypercat!!!

  • @SinisterSi718113
    @SinisterSi718113 Před 7 lety

    i love hypercat ;-;

  • @seanhungerford2293
    @seanhungerford2293 Před 7 lety

    Nice

  • @IssaMe
    @IssaMe Před 8 lety

    PROOF!

  • @johnjonjhonjonathanjohnson3559

    CUBER THAN CUBE!?

  • @proccessingunit2337
    @proccessingunit2337 Před 8 lety +49

    Anyone elses brain dead?

  • @YellowBunny
    @YellowBunny Před 7 lety

    So much exposition :)