Game Development Math
Every frame of every game is a small avalanche of mathematics. A character turns, a camera
swings, sunlight bounces off a wet street, a bullet checks whether it hit — and all of it is
vectors, matrices and a few beautiful tricks, run millions of times a second.
This course is the maths a game or graphics engine actually runs on, built from the ground up.
It leans hard on linear algebra
— a 3-D point is a vector, an object's pose is a matrix, lighting is a
dot product —
and pays it back by making it move: you'll watch every idea spin, project and render
on screen.
The shape of the journey
Seven stages, from a single arrow to a full ray-traced frame.
- Stage 1 — Foundations. Points, vectors, the cross product, normals and
planes — the alphabet of 3-D space.
- Stage 2 — Transforms. Translation, rotation and scale stacked into the
model matrix, and the scene-graph hierarchy that poses a whole world.
- Stage 3 — Rotations & quaternions. From Euler angles and gimbal lock
to the quaternions every engine uses to turn things smoothly.
- Stage 4 — Camera & projection. The view and projection matrices that
flatten a 3-D world onto your 2-D screen.
- Stage 5 — Raytracing & lighting. Shooting rays at spheres and
triangles, and the equations that make surfaces glow, reflect and refract.
- Stage 6 — Collision & geometry. Bounding volumes, the separating-axis
theorem and picking — how a game knows what touched what.
- Stage 7 — Curves & interpolation. Lerp, easing, Bézier curves and
splines — the maths of smooth motion and procedural shape.
Stage 1 — Foundations
The alphabet: points and vectors in 3-D, the two products (dot and cross), normals and planes.
- Points and Vectors
- Coordinate Spaces and Handedness
- The Dot Product in Games
- The Cross Product and Normals
- The Plane Equation
- Distance and Direction
Stage 2 — Transforms
Pose an object in the world: translate, rotate, scale — composed into one matrix, and nested into a hierarchy.
- Translation, Rotation, Scale
- Homogeneous Coordinates in Practice
- The Model Matrix
- Transform Order
- Transform Hierarchies
- Inverse Transforms
- Transforming Normals
Stage 3 — Rotations & quaternions
The hardest, most beautiful corner of game math: how to turn things in 3-D without it all going wrong.
- Rotating in 2D
- Complex Numbers as Rotations
- Rotation Matrices in 3D
- Euler Angles
- Gimbal Lock
- Axis-Angle and Rodrigues' Formula
- Quaternions
- Unit Quaternions as Rotations
- Quaternions and Matrices
- SLERP
Stage 4 — Camera & projection
Flatten a 3-D world onto a 2-D screen: the view matrix, the projection matrix, and the pipeline that ties them together.
- The Camera and View Matrix
- Orthographic Projection
- Perspective and the Frustum
- The Perspective Projection Matrix
- Clip Space and the Perspective Divide
- The Viewport Transform
- The MVP Pipeline
- Depth and the Z-Buffer
Stage 5 — Raytracing & lighting
Render an image by shooting rays into a scene and asking what they hit, then how it's lit.
- Rays and Parametric Lines
- Ray-Sphere Intersection
- Ray-Plane Intersection
- Ray-Triangle and Barycentric Coordinates
- Surface Normals and Shading
- Reflection
- Refraction
- The Lighting Equation
- Recursive Raytracing
Stage 6 — Collision & geometry
How a game knows what touched what: bounding volumes, overlap tests, the separating-axis theorem and picking.
- Bounding Volumes
- Overlap Tests
- Point in Shapes
- Closest-Point Queries
- The Separating Axis Theorem
- Raycasting and Picking
- Spatial Partitioning
Stage 7 — Curves & interpolation
The maths of smooth motion and procedural shape: lerp, easing, Bézier curves, splines and noise.
- Lerp and Remap
- Smoothstep and Easing
- Bézier Curves
- Splines
- Parametric Motion
- Noise
Let's get started
We begin with the alphabet of 3-D space — the difference between a point and a
vector, and why getting that distinction right is the whole game.
Let's get started → Points and Vectors