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 thumbnail

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

00:36:05
The Math Formula Every Game Developer Needs to Know thumbnail

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.

00:28:34
The most beautiful formula not enough people understand thumbnail

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

01:00:23

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