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Mathematics
Mathematics for Game Development
1. Foundational Mathematical Concepts
2. Linear Algebra: Vectors
3. Linear Algebra: Matrices
4. Geometric Transformations
5. Advanced Rotation: Quaternions
6. Trigonometry in Games
7. Calculus for Motion and Physics
8. Physics Simulation
9. Probability and Randomness
10. Curves and Splines
11. Specialized Topics
Linear Algebra: Vectors
Introduction to Vectors
Vectors vs Scalars
Definitions
Physical Examples
Mathematical Notation
Vector Representations
Geometric Representation
Coordinate Representation
Component Form
Types of Vectors
Position Vectors
Direction Vectors
Displacement Vectors
Zero Vector
Unit Vectors
2D Vector Operations
Vector Addition
Geometric Method
Component Method
Properties of Addition
Vector Subtraction
Geometric Method
Component Method
Vector Difference
Scalar Multiplication
Scaling Vectors
Direction Changes
Vector Magnitude
Length Calculation
Distance Formula
Vector Normalization
Unit Vector Creation
Normalization Process
Special 2D Vector Relationships
Parallel Vectors
Perpendicular Vectors
Opposite Vectors
3D Vector Operations
Extension to 3D Space
Three-Component Vectors
3D Coordinate Systems
3D Vector Addition and Subtraction
3D Scalar Multiplication
3D Vector Magnitude
3D Vector Normalization
3D Vector Relationships
Parallel Vectors in 3D
Perpendicular Vectors in 3D
Coplanar Vectors
The Dot Product
Dot Product Definition
Formula in 2D
Formula in 3D
Algebraic Properties
Geometric Interpretation
Angle Between Vectors
Projection of Vectors
Orthogonality Testing
Dot Product Applications
Lighting Calculations
Field of View Determination
Surface Orientation
Work and Energy
The Cross Product
Cross Product Definition
Formula in 3D
Determinant Method
Geometric Interpretation
Perpendicular Vector Generation
Right-Hand Rule
Area of Parallelogram
Volume of Parallelepiped
Cross Product Applications
Surface Normal Calculation
Torque Calculation
Orientation Determination
Plane Equations
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3. Linear Algebra: Matrices