Course details
Game Developer
Learn what really happens inside a game: the loop that runs every frame, the vectors and matrices that place and turn things, the cameras that flatten the world onto a screen, and the physics that makes things fall, slide, spin and float. One small drone game, Harbour Hopper, runs through every lesson, and the course ends by mapping it all onto Unity, Unreal Engine and Godot.
Course curriculum
The Game Loop4 lessons
Meet the game client and its frame budget, then build the loop every game runs: read input, update, render. Delta time keeps motion honest on any device, and a fixed timestep keeps physics stable and repeatable.
Vectors and Geometry3 lessons
Represent positions and movement as vectors, measure them, compare directions with the dot product, and use rays and planes to find where things land.
Matrices and Transforms4 lessons
Multiply matrices by vectors, build scale and rotation matrices from where the axes land, keep points and vectors apart, and combine everything into the affine transform that puts every object in the world.
Projection and Orientation4 lessons
See how orthographic and perspective cameras project the world onto a flat screen, then describe 3D orientation with Euler angles and with the quaternions engines actually store.
Dynamics5 lessons
Step bodies forward with velocity and acceleration, add up forces, handle friction and bounces, turn off-centre pushes into spin, and float crates with buoyancy.
Game Engines4 lessons
Compare writing a game natively with using an engine, then find the loop, the maths and the physics from this course inside Unity, Unreal Engine and Godot.
