Tools Engineer: Core Game Development - Math
Knowledge
list reference from tools-engineer-checklist.md by Geoff Evans
Numbers
- Radix (2: binary, 10: decimal, 16: hexadecimal)
 
Alegbra
- Polynomials
 - Conic sections
 
Linear Algebra
- Matrices for representing systems of equations
 - The determinant and what it tells you about a matrix
 
Linear Algebra
- All the trigonometric functions
 - How each trig function relates to coordinate components on the unit circle
 
ℝ3 and affine transformations:
- Fundamental vector operations: addition, subtraction, dot product, cross product
 - Vectors that are "normalized," "orthogonal," and "ortho-normalized"
 - Basis vectors of a matrix
 - Row-major vs. column-major notation
 - The plane equation, and its related to the dot product
 - Affine transform composition: scale, rotation, translation
 - Affine transform concatenation: global/parent/object space
 - Affine transform inversion
 - Affine transform decomposition
 
Rotations
- Euler angles, axis-angle, quaternion, rotation matrices
 - 3-by-3 Rotation matrices (matrices, normal and non-normal, orthogonal and non-orthogonal)"
 - How euler angles are short-hand for rotation matrices
 - How to intuit a rotation from a 3-by-3 ortho-normalized matrix
 - Euler angle static and rotating frame conventions
 
Resources
Book Links
- 3D Math Primer for Graphics and Game Development
 - Essential Mathematics for Games and Interactive Applications
 - Mathematics for 3D Game Programming and Computer Graphics
 
Web Links
- Linear algebra for game developers
 - Vectors and Matrices Marq Singer
 - The Matrix and Quaternions FAQ
 - Math for Game Developers - Jorge Rodriguez
 - Immersive Linear Algebra
 - Visualizing quaternions