Basic Vector Math | Coding a 2D Physics Engine in Java #2

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This tutorial is about basic vector math that is needed to be able to do a lot of the physics code. I leave out some details that will be explored in greater depth when we come to a particular section that requires it (such as vector projection, and vector/matrix math). I go over how to do vector addition, dot product, component product, cross product, the normalization of vector, finding the length of vectors, and how the dot product relates to the angle between vectors.

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Website: https://ambrosiogabe.github.io/
Github: https://github.com/ambrosiogabe

Here are some books I recommend if you want to learn about game engine development more thoroughly. I do not profit off any of these sales, these are just some books that have helped me out :)

My Recommended Game Engine Books:
Game Engine Architecture: https://www.gameenginebook.com/
Game Physics Cookbook (Read this before the next physics book): https://www.amazon.com/Game-Physics-Cookbook-Gabor-Szauer/dp/1787123669
Game Physics (Ian Millington): https://www.amazon.com/Game-Physics-Engine-Development-Commercial-Grade/dp/0123819768
Game Programming Patterns (Free): https://gameprogrammingpatterns.com/

My Recommended Beginning Game Programming Books:
JavaScript Game Design: https://www.apress.com/gp/book/9781430247166

My Recommended Java Books:
Data Structures/Algorithms: https://www.amazon.com/Data-Structures-Algorithms-Java-6th-ebook/dp/B00JDRQF8C
LWJGL (Free, but I haven't read this thoroughly): https://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/

Outro Music: https://www.bensound.com/royalty-free-music




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lwjgl3
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vector math
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vectors and physics
vector addition
component product
scalar product
dot product
cross product
vector scaling
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