Game Development Math: Vectors & Movement, Frame-Rate Independence, Easing Curves, Collision Checks, Damage Formulas & Difficulty Curves
Work through the maths behind moving, colliding and balancing objects in a game: normalised movement vectors, the same speed at any frame rate, easing curves, circle and box collisions, aiming at targets, damage formulas and difficulty curves in tables you can chart, with every cell checked as you go.
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What you'll build
What you will be able to do
Each lab ends with a concrete result that you build yourself and the checker confirms, cell by cell.
- Turn key inputs into movement vectors, measure their length with SQRT, normalise them so diagonals are not faster, and move a player frame by frame.
- Compare per-frame movement with delta-time movement at 30, 60 and 144 fps and clamp a lag spike, so the dash covers the same distance on every machine.
- Update the velocity frame by frame with acceleration, a top-speed cap and friction, then work out how many frames the run-up and the coast take and how far the player slides.
- Build five easing curves over normalised time, turn one into a panel position and chart the curves to see how each one starts and stops.
- Test circle pairs by distance against the sum of the radii, test axis-aligned boxes with four overlap conditions in AND, and count the hits straight from the data with SUMPRODUCT.
- Find the angle from a turret to each target with ATAN plus a quadrant correction, rotate the barrel tip with SIN and COS, and limit how fast the turret may turn.
- Apply a ratio armour model, add the expected value of critical hits, turn it into damage per second and time to defeat, and see why a subtractive model needs a minimum damage.
- Grow enemy hit points exponentially and damage linearly, speed up spawning down to a floor, compare enemy toughness with the player's planned DPS and chart the curve.
About this course
Why does a character run faster diagonally, and why does a game slow down on a weaker machine? This course answers those questions with numbers you calculate in tables. You normalise 2D movement vectors, multiply speed by delta time so motion stays the same at 30, 60 and 144 fps, and step acceleration, friction and top speed frame by frame. Easing labs compare linear, ease-in, ease-out, smoothstep and sine curves. You test circle and box collisions, compute the angle to a target, rotate points and limit turn speed. Balancing labs cover attack against armour, critical hits, damage per second and time to defeat, and the course ends with enemy stats, spawn rates and difficulty curves per level. For indie developers, game design students and hobby coders.
Curriculum
Course content
8 lessons · 8 labs · 2.2 h · final exam
- Unlocked when you buy the course
- Unlocked when you buy the course
- Unlocked when you buy the course
- Unlocked when you buy the course
- Unlocked when you buy the course
- Unlocked when you buy the course
- Unlocked when you buy the course
- Unlocked when you buy the course
- Final exam
Certificate
Finish with a certificate you can verify
Complete every lesson and pass the final exam to receive a certificate of completion for this course, with a unique credential ID and a public verification page.
- Names the course, your score and the date of issue
- A verification link for your CV or LinkedIn profile
- 12 questions, 75% to pass, unlimited retries.
A Tutorvo certificate confirms that you completed a course. It is not an official or professional qualification.
Before you buy
Questions about this course
Is this a subscription?
No. You pay $9.99 once for this course. There is no subscription and nothing renews automatically. Prices are in US dollars; taxes may be added where required.
What exactly do I get?
All lessons and labs of this course, the final exam and the certificate, including later updates to the course, for as long as Tutorvo offers it. Access is personal and tied to your account.
Can I get a refund?
Yes. If you are not satisfied, email hello@tutorvo.com within 14 days of buying and we refund the course in full via Stripe. The guarantee does not apply once a certificate for the course has been issued to you, or where there are signs of abuse.
When can I start?
Right after payment. Access starts immediately at your request; for consumers in the EU/EEA the statutory right of withdrawal therefore ends once access has begun, while our 14-day money-back guarantee applies regardless.
Do I need Excel or other software?
No. The labs run in a spreadsheet inside your browser on a laptop, tablet or phone. Function names and syntax follow Excel.
Is the certificate an official qualification?
No. It confirms that you completed all lessons of the course and passed its final exam. It is not an official, state-recognised or professional qualification. The name is taken from your profile when the certificate is issued.
Full details are in our Terms · hello@tutorvo.com
