Pythagorean theorem
3 videos across 2 channels
In these talks, the core idea is how a simple distance law underpins practical game programming: use the squared distance from the Pythagorean theorem to detect circle collisions efficiently, enabling fast, data-driven interactions and modular architectures with event-driven updates. The discussion extends from 2D collision checks to layered systems (collision, image, audio, UI) that stay reusable and scalable, and even broadens intuition to higher-dimensional volumes and related math concepts, connecting geometry to real-world contexts like machine learning and cryptography.

The Formula Every Game Developer Needs to Know
The video explains how to implement efficient circle-circle collision detection (using squared distances to avoid square

The Math Formula Every Game Developer Needs to Know
The video explains how to implement basic circle-based collision detection and a modular, data-driven game architecture.

The most beautiful formula not enough people understand
The talk builds an intuition for high-dimensional spheres by starting with simple 2D/3D cases and using Archimedean idea