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Online multiplayer,c++ in unreal engine,math required

Started by November 28, 2015 06:03 PM
3 comments, last by xeyedmary 9 years ago
Hello,I always wanted to make a multiplayer game,then I found unreal engine(4) but when I found out that I need to know a lot of math(something that I never expelled at nor faild) I was ruined but I am willing to face this challange.So far I know that I need to know:linear algebra,physics,geometry and trigonometry.Cold you please tell me if I am missing anithing or if I don't need to look over some of these?(I am will do the networking in c++)

Most of the complex math is done for you when you use a game engine. Just know what the math function calls do and you should be set for the most part. If you come across something you don't know yet, just focus on learning that and solve that problem. Then keep moving forward.

Also there are plenty of books on game focused math. These aren't really the type of book you read cover to cover though. They make a great reference when you get stuck or need to look up how to do a specific thing.

If this post or signature was helpful and/or constructive please give rep.

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If you are looking to just write games as a hobby and not become a professional game programmer, you can probably get by with a lot of searching the Internet.

If you are looking to be a professional game programmer, you absolutely need the math. You will rely on the game engine to perform the math, but when coworkers talk about orientation, about the forward and up vectors, about normals and magnitudes, you better know how to get them. If coworkers talk about using the cross product or dot product for doing something, you should know what that means. (All of those are linear algebra.) For physics it helps to know real-world physics, but game physics is often made up of whatever feels good rather than being physically accurate, although many realistic games use real-world physics simulations. For geometry and trig, if co-workers use words like coplanar or colinear you need to understand those, as well as the trig functions. You need to understand turning by degrees and by radians. You need to understand when someone wants a sinusoidal cycle. For stats, that means knowing the basic probability curves. It means knowing how to make something happen X% of the time.

You don't need to have all the facts right at your fingertips all the time, like immediately remembering how to compute an eigenvalue. But you do need to be comfortable with the topics and have a reasonable understanding of manipulating 3D space. It is difficult to build a 3D game without being comfortable with 3D math.

Thanks :)
You will need to know matrix math, at a minimum. This is how view ports and relations to views to objects in 3d rendering work. Here's a link: http://lifehacker.com/5922942/intro-to-3d-modeling-lesson-3-viewports-and-construction-planes.

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