Does anyone in #gamedev have tips or resources for better understanding trigonometry / Vector math (are these the same thing??) I feel like I've been making really great progress prototyping in #godot 2D, but all momentum has been lost since prototyping in 3D

@kreg Not a #GameDev myself, but #TheVideoGameLibrary does have a lot of resources on the subject if you're interested.

Might I suggest this one from Fletcher Dunn and Ian Parbery:

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https://www.thevideogamelibrary.org/book/3d-math-primer-for-graphics-and-game-development

3D MATH PRIMER FOR GRAPHICS AND GAME DEVELOPMENT

Fletcher Dunn, Ian Parbery This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three

TheVideoGameLibrary
@thevglibrary This seems like a pretty decent book after reading the first bit, thanks!! Gonna see if I can force this onto an e-book
@kreg No problem!! If you have any questions about the contents, just let me know. Happy to help any way I can!
@kreg "linear algebra" will be a useful buzzword when searching for resources.
@peterdrake I appreciate the tip! Cheers
@kreg i realize you're using godot but i find a lot of times indirect information is just as helpful sometimes. that said, i don't know if you use blender but @erindale is a math master when it comes to all things vector. i bet some of his tutorials would help break things down. i bet the knowledge gained would carry over. i'm not a great math person really and often just stumble through things otherwise i'd give you better answers hahaha. follow erindale though. good person. good info.

@kreg Trig and vector math are very different - you generally should get a handle on trig first, then move to vector math. Trig is what all higher-level math is based on (essentially).

That said, for resources - the textbook
Mathematics for 3D Game Programming and Computer Graphics by Eric Lengyel is generally considered to be "the best" math textbook for gamedevs trying to learn more about math. You learn math and how to apply it.