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 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.