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Mathematics for Game Development – Unity 6 Compatible by Penny de Byl

Mathematics for Game Development – Unity 6 Compatible by Penny de Byl

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Author:Penny de Byl

Duration:15 hours on-demand video

Actual Duration:6h 43m

Release date:2026, March

Publisher:Udemy

Skill level:Intermediate

Language:English

Exercise files:Yes

Software:Unity

Course URL:https://www.udemy.com/course/games_mathematics

Build your own C# math library from scratch and finally understand the vector math, matrices, and quaternions that power every game engine.

This course is for anyone who’s ever felt that math is a black box in game development. Instead of just using Unity’s built-in functions, you’ll build your own C# math library from the ground up. You’ll learn how vectors, matrices, and quaternions actually work by coding them yourself, then see them in action inside real game projects. It’s practical, hands-on, and designed to make the abstract concrete.

🎯 What you’ll learn

  • Use bitwise operations to optimize game processing and memory storage.
  • Master vector mathematics for 2D and 3D navigation.
  • Implement collision detection with lines, line segments, and ray casting.
  • Understand affine transformations for moving and rotating game objects.
  • Grasp what a quaternion is and how to use it for rotations.
  • Build a complete mathematics library in C# from scratch.

✅ Requirements

  • Skills: Familiarity with the Unity Game Engine, confidence in programming with C#, and high school-level mathematics (basic trigonometry and algebra).
  • Tools: A computer capable of running Unity 6.
  • Hardware: [REQUIRES UPDATE]

📝 Description

This isn’t a dry math textbook. It’s a workshop where you’ll build a C# mathematics library that replicates core Unity functions like Vector2, Vector3, and Matrix4x4. You’ll start with the absolute basics—bits and bytes—and work your way up to quaternions and affine transformations.

The teaching method is hands-on. You’ll write code, build mini-projects, and even play a game that tests your understanding of points and vectors. The goal is to make you comfortable with the math that’s running under the hood of every game engine. You’ll learn how to optimize with bitboards, calculate intersections, and rotate objects without ever hitting a gimbal lock.

Dr. Penny de Byl brings over 25 years of experience in teaching and game development. Her style is clear, direct, and focused on practical application. You won’t just learn what a dot product is—you’ll write the code for it and use it to solve a real game problem.

🧑‍🎓 Who this course is for

  • Beginner game developers who want to understand the math behind their engine.
  • Skilled programmers moving into 2D and 3D game development.
  • Game dev enthusiasts who want a deeper, practical understanding of applied math.
  • Anyone with a love for math who wants to see it in action inside a game.

🧑‍🏫 About the Author

Penny de Byl is a full-time professor and game developer with over 25 years of experience in teaching, research, and industry work in games and computer graphics. She is known for her holistic teaching style that breaks down complex topics into digestible, practical lessons. She has authored multiple best-selling courses on Udemy and runs the H3D learning community.

🏁 Final Result

  • A complete, custom C# mathematics library that you built yourself.
  • A working game project that uses your math library for movement and puzzle-solving.
  • A deep, practical understanding of vectors, matrices, and quaternions in a game context.
Curriculum

📋 Course content

  1. Welcome and Setup
    • Welcome4:00
    • Join the H3D Student Community1:26
    • Contacting H3D0:01
    • FAQs0:14
    • How to Study This Course0:22
    • Basic Trigonometry2:01
    • Basic Trigonometry Quiz
    • Updating to Unity 612:05
  2. Bits, Bytes and Binary
    • Bits, Bytes and Binary10:41
    • Binary Quiz
    • Bit Flags & Bitwise Operators19:02
    • Turning Bit Flags Off13:57
    • Bit Masks13:07
    • Bit Mask Challenge Solution14:50
    • Bit Shifting10:56
    • Bit Shift Quiz
    • Bit Toggling and Unity Specifics17:05
    • Bitboards10:31
    • Putting Bitboards Into Practice Part 119:31
    • Putting Bitboards Into Practice Part 217:56
    • Putting Bitboards Into Practice Part 38:21
    • Bitboard Quiz
    • Other Bitwise Operation Hacks1:34
  3. Points and Vectors
    • Cartesian Coordinates & Points18:28
    • Plotting Points: A Simple Data Structure17:08
    • Drawing Lines: Solution15:03
    • Graph Line Challenge16:05
    • Practice Locating 2D Points on a Cartesian Plane18:30
    • Calculating Distance Part 119:42
    • Points Quiz
    • Calculating Distance Part 221:45
    • Introduction to Vectors Part 114:58
    • Introduction to Vectors Part 216:13
    • Vectors Quiz
    • Vectors: Moving to a Point16:47
    • Vectors and Points Quiz
    • Vector Normal Form19:01
    • Calculating Vector Normals Quiz
    • Dot Product16:51
    • Derivation of Vector Angle Calculation0:27
    • Dot Product Quiz
    • Rotations9:33
    • Cross Product17:20
    • Cross Product Quiz
    • 2D LookAt Challenge10:20
    • Dot Cross Challenge19:25
    • Challenge Solutions6:38
    • Turn Angle and Distance Quiz
    • Recreate Rotate and Translate Challenge Part 119:58
    • Recreate Rotate and Translate Challenge Part 26:22
    • Moving from 2D to 3D19:43
    • 3D Points Quiz
    • 3D Vector Mathematics Quiz
    • Exploring Rotation in 3D13:19
  4. Lines, Planes and Intersections
    • Lines, Line Segments and Rays Part 118:56
    • Lines, Line Segments and Rays Part 213:37
    • Lines Quiz
    • Planes18:58
    • Planes Points Quiz
    • Another Line Constructor1:50
    • Intersection of Two Line Segments19:59
    • Improving Line Intersection14:42
    • Line Intersection Quiz
    • Line-Line Intersection Challenge11:55
    • Line-Plane Intersections19:52
    • Line-Plane Intersections, Projections and Reflections18:14
    • Plane Reflections13:19
    • Unity Specifics For Intersections19:54
    • More Unity Specifics Part 113:58
    • More Unity Specifics Part 29:57
  5. Matrices and Transformations
    • An Introduction to Matrices8:26
    • Matrix Quiz
    • Homogeneous Coordinates5:28
    • Transformations7:39
    • Matrices: Data Structures and Algorithms Part 119:26
    • Matrices: Data Structures and Algorithms Part 214:10
    • Translation19:44
    • Scaling13:08
    • Rotation16:51
    • Affine Transformations17:21
    • Shear and Reflect Challenge11:28
  6. Quaternions
    • Quaternions17:55
    • Quaternion Quiz
    • Programming Quaternion Rotations19:41
    • Extracting the Rotation Axis and Angle10:52
    • Quaternion Rotations16:41
  7. Final Words
    • Final Maths Library Code0:03
    • Some Final Words from Penny1:51
    • Where to now?11:16
Watch online or Download for Free
Mathematics for Game Development – Unity 6 Compatible by Penny de Byl
NAME
SIZEDURATION
01 – Introduction and Welcome
37.8 MB17m
07 – Final Words
432.8 MB

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