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This tutorial is about basic vector math that is needed to be able to do a lot of the physics code. I leave out some details that will be explored in greater depth when we come to a particular section that requires it (such as vector projection, and vector/matrix math). I go over how to do vector addition, dot product, component product, cross product, the normalization of vector, finding the length of vectors, and how the dot product relates to the angle between vectors.
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Website: https://ambrosiogabe.github.io/
Github: https://github.com/ambrosiogabe
Here are some books I recommend if you want to learn about game engine development more thoroughly. I do not profit off any of these sales, these are just some books that have helped me out :)
My Recommended Game Engine Books:
Game Engine Architecture: https://www.gameenginebook.com/
Game Physics Cookbook (Read this before the next physics book): https://www.amazon.com/Game-Physics-C...
Game Physics (Ian Millington): https://www.amazon.com/Game-Physics-E...
Game Programming Patterns (Free): https://gameprogrammingpatterns.com/
My Recommended Beginning Game Programming Books:
JavaScript Game Design: https://www.apress.com/gp/book/978143...
My Recommended Java Books:
Data Structures/Algorithms: https://www.amazon.com/Data-Structure...
LWJGL (Free, but I haven't read this thoroughly): https://lwjglgamedev.gitbooks.io/3d-g...
Outro Music: https://www.bensound.com/royalty-free...
On this page of the site you can watch the video online Basic Vector Math | Coding a 2D Physics Engine in Java #2 with a duration of hours minute second in good quality, which was uploaded by the user GamesWithGabe 27 June 2020, share the link with friends and acquaintances, this video has already been watched 15,995 times on youtube and it was liked by 464 viewers. Enjoy your viewing!