Video Lectures By Chapter
Matrices, Vectors, and 3D Math
A Game Programming Approach with MATLAB
A Game Programming Approach with MATLAB
Chapter 1.1 - Systems of Linear Equations:
Chapter 1.2 - Matrices and Vectors:
Chapter 1.3 - Inverses and Determinants:
Chapter 1.4 - Vector Spaces: R2 and R3
Chapter 1.5- Linear Independence, Span, Basis, Dimension
Chapter 1.6 - Change of Basis
Chapter 1.7 - Matrix Transformations
Chapter 2.1 - Vectors in the Plane
Chapter 2.2 - Vectors in Space
Chapter 2.3 - The Dot Product
Chapter 2.4 - The Cross Product
Chapter 2.5 - Lines in 2D and 3D
Chapter 2.6 - Planes
Chapter 2.7 - Collision Detection and Response: Lines and Planes
Chapter 3.1: Vector-Valued Functions and Curves
Chapter 3.2: Differentiation of Vector-Valued Functions
Chapter 3.3: Projectiles
Chapter 3.4: Euler's Method
Chapter 3.5: Bouncing Around in 2D (coming soon)
Chapter 4.1: Surfaces z = f(x,y)
Chapter 4.2: Partial Derivatives, Gradients, and Normal Vectors
Chapter 4.3: Bouncing Around in 3D (coming soon)
Appendix A1: Triangle Trigonometry
Appendix A2: Unit-Circle Trigonometry
Appendix A3: Trigonometry as a Collection of Periodic Functions
Appendix A4: Translations and Transformations of Trig Functions
Appendix A5: Circles and Ellipses
Appendix A6: The Tangent and ArcTangent Functions
Appendix C1: Running MATLAB
Appendix C2: Creating your own functions
Appendix C3: Graphing with MATLAB
Appendix C4: Input and Output with the Command Window
Appendix C5: Input and Output with a Figure
Appendix C6: Assignment - Create A Face