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Basic Math for Game Development with Unity 3D : A Beginner's Guide to Mathematical Foundations / by Kelvin Sung, Gregory Smith.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Sung, Kelvin., Author.
Smith, Gregory, Author.
Language:
English
Subjects (All):
Unity (Electronic resource).
Computer games—Programming.
Computer science—Mathematics.
Game Development.
Math Applications in Computer Science.
Local Subjects:
Game Development.
Math Applications in Computer Science.
Physical Description:
1 online resource (414 pages)
Edition:
1st ed. 2019.
Place of Publication:
Berkeley, CA : Apress : Imprint: Apress, 2019.
System Details:
text file
Summary:
Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building modern video game functionality. You will gain the theoretical foundation you need, and you will know how to examine and modify an implementation. This book covers points in a 3D Cartesian coordinate system, and then discusses vectors and the details of dot and cross products. Basic mathematical foundations are illustrated through Unity-based example implementations. Also provided are examples showing how the concepts are applied when implementing video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflection off arbitrary walls. Throughout this book, you learn and examine the concepts and their applications in a game engine. You will: Understand the basic concepts of points and vectors and their applications in game development Apply mathematical concepts to modern video game functionality, such as spherical and box colliders Implement autonomous behaviors, including following way points, facing a target, chasing an object, etc.
Contents:
Chapter 1: Introduction and Learning Environment
Chapter 2: Intervals and Bounding Boxes
Chapter 3: Distances and Bounding Spheres
Chapter 4: Vectors
Chapter 5: Vector Dot Products
Chapter 6: Vector Cross Products and 2D Planes
Chapter 7: Conclusion.
Notes:
Includes bibliographical references.
ISBN:
9781484254431
1484254430
OCLC:
1142132599

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