You don’t need a lot of math to program. What you do need is usually simple. But you do need some. Don’t worry, it’s not that hard and I’ll explain it so you can understand. Game development probably needs a bit more math than you might guess.
Let’s start with a point. It’s a simple concept that really just represents a position. A point has no dimensions itself. In other words, it has no length, width, or height. It just exist at some location.
It’s the location that has dimensions. If we’re talking about a point in a one dimensional world, then there’s only two directions, left or right. Or, depending on how you want to view the line, it could be up or down. Or, if you can imagine that you are inside the line itself looking down it’s length, then you really have forwards and backwards as the two directions you can go.
Once you know the directions, you have to decide how far you want to travel. We normally think of a line divided into equal measures like a ruler. If you start out at position zero and move forward one unit, then you can say that you’re now at position one. Moving backward from there by two units will take you back to position negative one.
Everything is relative. We think of a ruler as having a specific beginning at one end that we call zero. But if you were inside that line that extends forward and backward in infinite amounts, then where is zero? Well, it’s wherever you want, really. The main thing is to be consistent. Once you pick a spot that you consider to be zero, then stick with that. Everything else will be based on that point.
Listen to the full episode to learn about 2D planes and 3D and even 4D spaces. You’ll also learn why the indices are drawn 90 degrees apart from each other and what this really means.