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Game Development Game Mathematics Syllabus
The Game Mathematics syllabus for Game Development in full: 10 chapters and 46 topics, every one listed below, plus 50 Game Mathematics flashcards with answers.
Game Mathematics syllabus: all 10 chapters
Expand any chapter to see its topics and sub-topics.
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Fundamentals of Mathematics
5 topics- Arithmetic
- Algebra
- Geometry
- Trigonometry
- Calculus
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Linear Algebra
5 topics- Vectors
- Matrices
- Transformations
- Dot Product
- Cross Product
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Analytic Geometry
4 topics- Coordinate Systems
- Lines and Planes
- Curves and Surfaces
- Distance and Angles
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Calculus for Game Development
4 topics- Differentiation
- Integration
- Differential Equations
- Multivariable Calculus
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Discrete Mathematics
4 topics- Graph Theory
- Combinatorics
- Boolean Algebra
- Set Theory
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Probability and Statistics
5 topics- Basic Probability
- Random Variables
- Distributions
- Hypothesis Testing
- Regression Analysis
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Numerical Methods
5 topics- Root Finding Algorithms
- Interpolation
- Numerical Integration
- Numerical Differentiation
- Solving Differential Equations Numerically
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Physics for Games
5 topics- Kinematics
- Dynamics
- Collision Detection
- Rigid Body Dynamics
- Fluid Dynamics
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Transformations and Projections
4 topics- 2D Transformations
- 3D Transformations
- Projection Techniques
- Homogeneous Coordinates
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Shaders and Graphics Programming
5 topics- Basic Shader Mathematics
- Lighting Models
- Texture Mapping
- Normal Mapping
- Shadow Mapping
Game Development Game Mathematics flashcards — 50 questions with answers
What is the distance formula between two points $(x_1, y_1)$ and $(x_2, y_2)$ in 2D?
$$d = \sqrt{(x_2 - x_1)^2 + (y_2 - y_1)^2}$$
What is the distance formula between two points $(x_1, y_1, z_1)$ and $(x_2, y_2, z_2)$ in 3D?
$$d = \sqrt{(x_2 - x_1)^2 + (y_2 - y_1)^2 + (z_2 - z_1)^2}$$
How do you compute the magnitude (length) of a vector $\vec{v} = (x, y, z)$?
$$\|\vec{v}\| = \sqrt{x^2 + y^2 + z^2}$$
How do you normalize a vector $\vec{v}$ to get a unit vector $\hat{v}$?
Divide the vector by its magnitude: $$\hat{v} = \frac{\vec{v}}{\|\vec{v}\|}$$ The result has length $1$ and points in the same direction.
What is the formula for the dot product of $\vec{a} = (a_1, a_2, a_3)$ and $\vec{b} = (b_1, b_2, b_3)$?
$$\vec{a} \cdot \vec{b} = a_1 b_1 + a_2 b_2 + a_3 b_3$$
How is the dot product related to the angle $\theta$ between two vectors?
$$\vec{a} \cdot \vec{b} = \|\vec{a}\|\,\|\vec{b}\|\cos\theta$$ so $\cos\theta = \dfrac{\vec{a} \cdot \vec{b}}{\|\vec{a}\|\,\|\vec{b}\|}$.
In game math, what does the sign of the dot product tell you about two vectors' directions?
If $\vec{a} \cdot \vec{b} > 0$ they point roughly the same way ($\theta < 90^\circ$); if $= 0$ they are perpendicular ($\theta = 90^\circ$); if $< 0$ they point roughly opposite ways ($\theta > 90^\circ$).
What is the formula for the cross product $\vec{a} \times \vec{b}$ of $\vec{a} = (a_1, a_2, a_3)$ and $\vec{b} = (b_1, b_2, b_3)$?
$$\vec{a} \times \vec{b} = (a_2 b_3 - a_3 b_2,\; a_3 b_1 - a_1 b_3,\; a_1 b_2 - a_2 b_1)$$
What geometric quantity does the magnitude of the cross product equal, and what direction does it point?
$\|\vec{a} \times \vec{b}\| = \|\vec{a}\|\,\|\vec{b}\|\sin\theta$, the area of the parallelogram spanned by the vectors. It points perpendicular to both $\vec{a}$ and $\vec{b}$ (direction given by the right-hand rule).
Contrast the dot product and cross product: what do they return and when are they used?
The dot product returns a scalar and measures alignment/projection (used for angles, lighting). The cross product returns a vector perpendicular to both inputs and measures area/orientation (used for surface normals, torque).
How do you compute the scalar projection of $\vec{a}$ onto $\vec{b}$?
$$\text{comp}_{\vec{b}}\vec{a} = \frac{\vec{a} \cdot \vec{b}}{\|\vec{b}\|}$$
How do you compute the vector projection of $\vec{a}$ onto $\vec{b}$?
$$\text{proj}_{\vec{b}}\vec{a} = \frac{\vec{a} \cdot \vec{b}}{\vec{b} \cdot \vec{b}}\,\vec{b}$$
State the Pythagorean theorem for a right triangle with legs $a$, $b$ and hypotenuse $c$.
$$a^2 + b^2 = c^2$$
Give the fundamental identities for $\sin\theta$, $\cos\theta$, and $\tan\theta$ in a right triangle.
$\sin\theta = \dfrac{\text{opposite}}{\text{hypotenuse}}$, $\cos\theta = \dfrac{\text{adjacent}}{\text{hypotenuse}}$, $\tan\theta = \dfrac{\text{opposite}}{\text{adjacent}} = \dfrac{\sin\theta}{\cos\theta}$.
State the Pythagorean trigonometric identity.
$$\sin^2\theta + \cos^2\theta = 1$$
How do you convert an angle from degrees to radians, and radians to degrees?
$$\text{radians} = \text{degrees} \times \frac{\pi}{180}, \qquad \text{degrees} = \text{radians} \times \frac{180}{\pi}$$
What are the sine and cosine addition formulas?
$$\sin(\alpha \pm \beta) = \sin\alpha\cos\beta \pm \cos\alpha\sin\beta$$ $$\cos(\alpha \pm \beta) = \cos\alpha\cos\beta \mp \sin\alpha\sin\beta$$
How do you use $\text{atan2}(y, x)$ in games and why is it preferred over $\arctan(y/x)$?
$\text{atan2}(y, x)$ returns the angle of the vector $(x, y)$ measured from the positive $x$-axis in $(-\pi, \pi]$. It is preferred because it uses both signs to give the correct quadrant and avoids division by zero when $x = 0$.
What are the quadratic formula and the discriminant used to solve $ax^2 + bx + c = 0$?
$$x = \frac{-b \pm \sqrt{b^2 - 4ac}}{2a}$$ The discriminant is $\Delta = b^2 - 4ac$: $\Delta > 0$ gives two real roots, $\Delta = 0$ one, $\Delta < 0$ none (complex).
What is linear interpolation (lerp) between values $a$ and $b$ with parameter $t \in [0,1]$?
$$\text{lerp}(a, b, t) = a + t(b - a) = (1 - t)\,a + t\,b$$ At $t=0$ it returns $a$; at $t=1$ it returns $b$.
Show the other 30 Game Mathematics flashcards
What is the slope-intercept form of a line and what do the parameters mean?
$$y = mx + b$$ where $m$ is the slope (rise over run) and $b$ is the $y$-intercept (value of $y$ when $x = 0$).
What is the parametric (ray) form of a line through point $\vec{p_0}$ with direction $\vec{d}$?
$$\vec{p}(t) = \vec{p_0} + t\,\vec{d}$$ For a ray, $t \geq 0$; for a segment, $t \in [0, 1]$.
What is the equation of a plane with normal $\vec{n} = (a, b, c)$ passing through point $(x_0, y_0, z_0)$?
$$a(x - x_0) + b(y - y_0) + c(z - z_0) = 0$$ or equivalently $ax + by + cz + d = 0$ where $d = -(ax_0 + by_0 + cz_0)$.
How do you compute the signed distance from a point $\vec{p}$ to a plane with unit normal $\vec{n}$ and offset $d$ (plane: $\vec{n}\cdot\vec{x} + d = 0$)?
$$\text{dist} = \vec{n} \cdot \vec{p} + d$$ The sign tells you which side of the plane the point is on.
What is the standard equation of a circle of radius $r$ centered at $(h, k)$, and a sphere of radius $r$ centered at $(a, b, c)$?
Circle: $$(x - h)^2 + (y - k)^2 = r^2$$ Sphere: $$(x - a)^2 + (y - b)^2 + (z - c)^2 = r^2$$
How do you find the midpoint of a segment between $(x_1, y_1)$ and $(x_2, y_2)$?
$$\left(\frac{x_1 + x_2}{2},\; \frac{y_1 + y_2}{2}\right)$$
What distinguishes a left-handed from a right-handed 3D coordinate system?
In a right-handed system, curling the right hand's fingers from $+x$ to $+y$ points the thumb toward $+z$ ($\vec{x}\times\vec{y}=\vec{z}$). A left-handed system has $+z$ flipped (into the screen). Convention affects cross products, winding order, and depth.
How do polar coordinates $(r, \theta)$ convert to Cartesian coordinates $(x, y)$?
$$x = r\cos\theta, \qquad y = r\sin\theta$$ Inverse: $r = \sqrt{x^2 + y^2}$, $\theta = \text{atan2}(y, x)$.
What is a $2\times 2$ rotation matrix that rotates a 2D vector counterclockwise by angle $\theta$?
$$R(\theta) = \begin{pmatrix} \cos\theta & -\sin\theta \\ \sin\theta & \cos\theta \end{pmatrix}$$
What is the identity matrix and what does multiplying by it do?
The identity $I$ has $1$s on the diagonal and $0$s elsewhere, e.g. $$I = \begin{pmatrix} 1 & 0 & 0 \\ 0 & 1 & 0 \\ 0 & 0 & 1 \end{pmatrix}$$ For any matrix $M$, $MI = IM = M$; it represents no transformation.
How is matrix multiplication defined for element $(i,j)$ of the product $C = AB$?
$$C_{ij} = \sum_{k} A_{ik} B_{kj}$$ i.e. row $i$ of $A$ dotted with column $j$ of $B$. It requires $A$'s column count to equal $B$'s row count and is not commutative ($AB \neq BA$ in general).
Why do 3D game engines use $4\times 4$ matrices and homogeneous coordinates instead of $3\times 3$?
A $4\times 4$ matrix can encode translation as well as rotation, scale, and shear in one matrix. Points become $(x, y, z, 1)$ so translation appears in the fourth column, letting transforms compose by multiplication.
What does the transpose $A^T$ of a matrix do, and what is special about the transpose of a pure rotation matrix?
The transpose swaps rows and columns: $(A^T)_{ij} = A_{ji}$. For an orthonormal rotation matrix $R$, the transpose equals the inverse: $R^{-1} = R^T$.
What is the inverse $A^{-1}$ of a matrix, and what happens when a matrix is not invertible?
$A^{-1}$ satisfies $A A^{-1} = A^{-1} A = I$; it undoes the transformation. A matrix is not invertible (singular) when its determinant is $0$, meaning the transform collapses space to a lower dimension.
What is the determinant of a $2\times 2$ matrix $\begin{pmatrix} a & b \\ c & d \end{pmatrix}$, and what does it represent geometrically?
$$\det = ad - bc$$ Its absolute value is the area scale factor of the transform; a negative sign means orientation (handedness) is flipped.
In what order do translation ($T$), rotation ($R$), and scale ($S$) usually compose into a model matrix, and why?
$$M = T \cdot R \cdot S$$ Applied to a column vector, scale acts first, then rotation, then translation. This scales the object in local space, orients it, then places it — avoiding skew from scaling after translating.
Define the derivative of a function $f(x)$ using the limit definition.
$$f'(x) = \lim_{h \to 0} \frac{f(x + h) - f(x)}{h}$$ It gives the instantaneous rate of change / slope of the tangent line.
State the power rule and the constant rule for differentiation.
Power rule: $\dfrac{d}{dx} x^n = n\,x^{n-1}$. Constant rule: the derivative of a constant is $0$.
State the product rule and the quotient rule for derivatives.
Product: $(fg)' = f'g + fg'$. Quotient: $$\left(\frac{f}{g}\right)' = \frac{f'g - fg'}{g^2}$$
State the chain rule for differentiating a composite function $f(g(x))$.
$$\frac{d}{dx} f(g(x)) = f'(g(x)) \cdot g'(x)$$
In game physics, how are position, velocity, and acceleration related through differentiation?
Velocity is the derivative of position, and acceleration is the derivative of velocity: $$\vec{v} = \frac{d\vec{x}}{dt}, \qquad \vec{a} = \frac{d\vec{v}}{dt} = \frac{d^2\vec{x}}{dt^2}$$
State the power rule for integration (the reverse of differentiation).
$$\int x^n \, dx = \frac{x^{n+1}}{n+1} + C \quad (n \neq -1)$$
State the Fundamental Theorem of Calculus (evaluation form).
If $F$ is an antiderivative of $f$, then $$\int_a^b f(x)\, dx = F(b) - F(a)$$ The definite integral gives the signed area under $f$ from $a$ to $b$.
What is semi-implicit (symplectic) Euler integration for updating velocity and position with timestep $\Delta t$?
$$\vec{v}_{n+1} = \vec{v}_n + \vec{a}\,\Delta t, \qquad \vec{x}_{n+1} = \vec{x}_n + \vec{v}_{n+1}\,\Delta t$$ Using the updated velocity for position makes it more stable than explicit Euler for games.
What is a differential equation, and give the ODE governing simple harmonic motion (e.g. a spring).
A differential equation relates a function to its derivatives. Simple harmonic motion: $$\frac{d^2 x}{dt^2} = -\omega^2 x$$ with solution $x(t) = A\cos(\omega t + \phi)$.
What is a partial derivative, and what notation is used?
A partial derivative measures the rate of change of a multivariable function with respect to one variable while holding the others constant, written $\dfrac{\partial f}{\partial x}$ or $f_x$.
What is the gradient $\nabla f$ of a scalar field $f(x, y, z)$, and what does it represent?
$$\nabla f = \left(\frac{\partial f}{\partial x},\; \frac{\partial f}{\partial y},\; \frac{\partial f}{\partial z}\right)$$ It points in the direction of steepest increase of $f$, with magnitude equal to that rate.
What is the formula for a quadratic Bézier curve with control points $P_0$, $P_1$, $P_2$?
$$B(t) = (1-t)^2 P_0 + 2(1-t)t\, P_1 + t^2 P_2, \quad t \in [0, 1]$$
What is the surface normal of a triangle with vertices $A$, $B$, $C$, and how do you compute it?
It is the unit vector perpendicular to the triangle's plane: $$\vec{n} = \frac{(B - A) \times (C - A)}{\|(B - A) \times (C - A)\|}$$ Winding order determines which way it faces.
How do you reflect an incoming direction $\vec{d}$ off a surface with unit normal $\vec{n}$?
$$\vec{r} = \vec{d} - 2(\vec{d} \cdot \vec{n})\,\vec{n}$$ Used for bouncing projectiles and mirror-like reflections.
Game Development Game Mathematics FAQ
What is in the Game Development Game Mathematics syllabus?
Game Development Game Mathematics is split into 10 chapters: Fundamentals of Mathematics, Linear Algebra, Analytic Geometry, Calculus for Game Development, Discrete Mathematics, Probability and Statistics, Numerical Methods, Physics for Games, Transformations and Projections and Shaders and Graphics Programming. Together they contain 46 topics.
How many chapters are in Game Development Game Mathematics?
10 chapters, containing 46 topics. The largest chapter is Fundamentals of Mathematics, with 5 topics.
Are there flashcards for Game Development Game Mathematics?
Yes — a 50-card Game Mathematics deck, printed in full in the flashcards section of this page and available in the Examius app with spaced repetition. The free plan covers one exam of your choice, including its flashcards; Examius Pro, a one-time purchase, unlocks every other exam and deck.