how much math and physics do I need to know to learn to program games?
would Khan academy be good enough?
dont ask the sparrow how the eagle soars
You must be able to solve triple integrals mentally.
Depending upon the game, basically none. You could make something like Farmville with an 8th grade education (excluding the computer programming skills, of course). If you want to program graphics explicitly, then you need basic trig and geometry, which I guess are also 8th or maybe 9th grade.
>>7647191
No physics, as long as you're not making a physics-based game. Maths it depends, but if a 5 year old can make a shitty breakout clone in Game Maker then I'm sure you can too.
>>7647191
For a proper game, you need linear algebra for the graphics. Also you should probably have some advanced knowledge of solid state theory to model basically every object in the game correctly. I recommend DFTB since it is more efficient than basic density functional theory, but for charge transfer excitations in some organic molecules (like in plants) you should use TDDFT with long-range corrected functionals. I think for the nuclei classical mechanics is okay and everything fluid could be done with Navier-Stokes. For PDEs I'd prefer pseudo-spectral methods, for newtonian physics there's velocity verlet.
>>7647305
Doesn't Navier-Stokes require a supercomputer?
>>7647200
lol if you can do a decently hard triple integral in your head then you are probably smart enough to program a game.
>>7647216
Advanced three-dimensional graphics and image processing require some pretty intimate knowledge of linear algebra.
A PhD in Physics and Mathematics, then you can begin working on your Bachelors in programming, a Bachelors should suffice for the programming aspect.
See you in 8+ years OP, good luck.
>>7647570
>A PhD in Physics and Mathematics
>8 years
Where can I do this?
>>7647191
Depends on the type of game, depends on the engine, and depends on what you want to do.
For example, if you want to implement semi realistic fluid dynamics for some sort of water area, you'll need some understanding of physics and mathematics. It's the same to an extent with custom lighting, or altering models in realtime. If you're just going to be using whatever capabilities the stock physics engine has, and just working within what the engine already affords, you'll probably be fine without it.
Really depends.
>>7647318
Your mum requires a supercomputer.
>>7647191
Math required: Algebra
Physics required: None
For more advanced games:
Physics based: Physics and trigonometry
better optimized games=calculus
>>7647197
Kill la Kill yourself
>>7647576
europe
How do you apply these kinds of math to games
any examples