|Session Name||Math for Game Programmers: Intro: Math Tutorial Fast Forward and Doing Math with RGB (and A) Correctly|
|Speaker(s)||Squirrel Eiserloh, Jim Van Verth|
|Company Name(s)||SMU Guildhall, Google|
|Track / Format||Programming|
As gaming platforms continue to evolve and diversify, so has the complexity and variety of problems facing the modern game programmer. Creating the latest code for graphics, gameplay, animation, physical simulation, and even artificial intelligence requires thorough knowledge of the necessary mathematical underpinnings.
This tutorial continues the tradition of the "Math for Programmers" tutorial by bringing together some of the best presenters in gaming math to concentrate on the core mathematics essential for creating unique and sophisticated 2D and 3D graphics, plausible interactive physical simulations, and interesting and nuanced gameplay. The day will focus on the issues of game development important to programmers and includes programming context and guidance throughout. This year's topics include Radial Basis Functions, Floating Point Hacks, Fast and Funky Nonlinear Transforms, Velocity-Based IK, and Mixing Geodesic, Hand-Crafted, and Procedural Geometry, as well as Nuggets of Applied Math in Games and a bonus round of "micro talks" relating to game programming math topics to close out the day.