Tuesday, March 19, 2019

As gamers and gaming platforms continue to evolve and diversify, so has the complexity and variety of problems facing the modern game programmer. Creating the latest code for graphics, gameplay, animation, physical simulation, artificial intelligence, and procedural generation requires thorough knowledge of the necessary mathematical underpinnings.
This tutorial continues the tradition of the "Math for Programmers" tutorial by presenting talks on a wide variety of subjects, including: biased randomness, navmesh generation, floating point error, procedural generation, and wave function collapse, as well as a deeper dive into intuiting splines, dot and cross products, and quaternions.

Featured 2018 Math for Games Sessions

Math for Game Programmers: Managing Variance

Dr. Cat (Mobile Game Doctor)

Math for Game Programmers: The Power of Procedural Recipes

Squirrel Eiserloh (The Guildhall at SMU)

Math for Game Programmers: Juicing World Generation with Metadata Feedback

Squirrel Eiserloh (The Guildhall at SMU)

Math for Game Developers Sessions at GDC 2019

Math for Game Developers Organizer

Squirrel Eiserloh

The Guildhall at SMU

GDC Conference Tracks

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GDC Summits & VRDC

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GDC Tutorials

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Connecting the Global Game Development Community