   Required math for newbie 2d game programmer?
  Hi everyone.I saw the recommended read for new game programmers is the following: 3D Math Primer for Graphics and Game DevelopmentDoes this still apply as equally to someone who's interested in starting with just 2d game development? I have an extensive programming background in C/C++. It's been quite a while since I've touched any math though, and I'm assuming that would be the most challenging part for jumping into this.Does that book still apply for 2d game programming? Is any trig covered? I forget when to use sin() cos() and the such to figure out velocity and similar gaming concepts.Thanks for your advice.   
  Well you've asked a pretty general question so I can only provide a general answer:Generally speaking, going from 3D to 2D is of course MUCH easier (mathematically speaking), since a mathematical dimension has been eliminated. But if you want to do complex sprite movement... Say a bomb animation that spirals into the centre of your screen, where it promptly explodes, then trigonometry will rear its "ugly" head.But then of course, if all your spites move with a constant speed, then no trigonometry is required.It really all depends on how you wish to move your spites... Bottom line:Complex movement = More mathematics.   ;  In my honest opinion, just re-learn trigonometry! It's not that hard, and it will benefit you in the long run.If you want to get into more complex mathematics, then you always can. Such things would be: vectors, matrices, etc. Overall, most engines hide the mathematics from you, so as long as you don't get the sudden urge to modify the internals, then you should be fine.Also, as CodeStorm said, 2D is much easier.   ;  Learn about basic 2d vectors at the very least, since they are very useful, for example providing an easy way to handle an objects movement. You wont need to know the more complex details like how to project them onto a different axis (i.e. one other than x and y), unless you try implementing some of the more complex maths stuff like separating axis collision detection.In 2d you don't need to know to much trigonometry, in my game its all hidden away in my vector class and a few other methods for the most part, so having written them I mostly forgot the exact maths behind them (i.e. when to use cos or sin lol).It is also worth learning about radians, since which ever way you look at it thats what trig and various other maths works with, so you will only end up converting between degrees and radians all over the place if you try to use degrees in your code. Nothing really difficult except getting the hang of thinking of angles in a different scale (i.e. between 0 and 2pi rather than 0 and 360).   