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I don't think such a thing exists. Math for physical modeling for game dev is just the simpler aspects of linear algebra, which builds off of basic trig and alg
by hatthew 3y ago
I don't think such a thing exists. Math for physical modeling for game dev is just the simpler aspects of linear algebra, which builds off of basic trig and algebra, stuff that most people learn by early high school. It's also simulating the real world, so it's easy to build intuition that way.
ML math, depending on how far you want to go, builds off of statistics, probability, linear algebra, basic calculus, information theory. There's more things that it builds off of, and they're more advanced topics that people don't get as much exposure to without going out of their way. ML is usually a lot harder to build intuition about, since so much of it doesn't have real world analogies that can easily tie together the math with the application.
There's a lot of individual pages scattered around the web that try to explain specific concepts in ways like this godot vector math page does (gradient descent tutorials come to mind), but there's no central repository or unified intuition because the scope is so broad. As the other guy mentioned, things like Andrew Ng's course are probably the best you're going to get if you want a decent understanding of the concepts.