Skip to content

Applied Mathematics

Math aimed at a craft. Where Core Mathematics builds the subject from the ground up and proves things, Applied Mathematics starts from a thing you want to build and works backwards to the math that makes it possible.

The difference is real, not cosmetic. Expect fewer proofs, fewer quizzes, and more worked projects. Formulas show up here because something on screen needs them, and every module says plainly which Core subjects it leans on.

You do not need to finish Core first. Most tracks need arithmetic, some algebra and comfortable trigonometry, and they name any heavier prerequisite where it comes up.

Math for 2D Game DevelopmentVectors, angles, collision and game feel with one fewer axis - where every idea is visible on screen. The place to start.In ProgressMath for 3D Game DevelopmentTransforms, quaternions, cameras, collision response and physics integration - the frame-by-frame math a 3D game loop runs on.24 Sections
Math for 3D Artists & Technical ArtCoordinate spaces, matrices, quaternions, UVs and normals - plus a full module on character, animation and rigging math.In Development
Mathematics of Materials & ShadersDot products as lighting, noise as texture, curves as falloff. The math you write per-pixel, and why the standard shading models look the way they do.In Development
Math for AI & Machine LearningGradients, matrices as data, probability as belief, and what backpropagation is actually computing. The linear algebra and calculus that training runs on.In Development
3051Game Theory for Games & StrategyPayoff matrices, equilibria, mixed strategies, and why a balanced game needs no dominant option. Design tools disguised as mathematics.In Development
Procedural GenerationNoise functions, random distributions, seeds, grammars and tiling. How to build worlds you did not place by hand, and still control the result.In Development

Projects instead of problem sets. A section ends with something running, not with twenty exercises. The check on your understanding is whether the thing behaves.

Engine-agnostic math, examples that run here. The mathematics in these modules does not belong to any one program. Vectors, matrices, quaternions, noise and lighting models work the same everywhere. The worked examples run in your browser rather than in a tool you have to install first, so there is no download and no version of anything to mismatch - and everything transfers directly to Godot, Unity, Unreal, Blender, or an engine you wrote yourself.

Each idea is taught as mathematics first, then as code you can watch run, with a note naming the equivalent method in the major engines where a difference would actually mislead you. Engines come and go; the math does not.

Prerequisites stated, not assumed. Each module opens with the Core subjects it depends on and links straight to them. If a shader section needs the dot product, it links to the section that builds the dot product.