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Basic Math for Game Development with Unity 3D
Af: Kelvin Sung, Gregory Smith Engelsk Paperback
SPAR
kr 117
Basic Math for Game Development with Unity 3D
Af: Kelvin Sung, Gregory Smith Engelsk Paperback

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.


What You Will Learn

  • 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.


Who This Book is For

Beginners, and those interested in the implementation of interactive games, who need a basic mathematical background or a refresher with modern examples
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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.


What You Will Learn

  • 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.


Who This Book is For

Beginners, and those interested in the implementation of interactive games, who need a basic mathematical background or a refresher with modern examples
Produktdetaljer
Sprog: Engelsk
Sider: 403
ISBN-13: 9781484254424
Indbinding: Paperback
Udgave:
ISBN-10: 1484254422
Udg. Dato: 6 dec 2019
Længde: 27mm
Bredde: 155mm
Højde: 234mm
Oplagsdato: 6 dec 2019
Forfatter(e): Kelvin Sung, Gregory Smith
Forfatter(e) Kelvin Sung, Gregory Smith


Kategori Matematik til informatikfag


Sprog Engelsk


Indbinding Paperback


Sider 403


Udgave


Længde 27mm


Bredde 155mm


Højde 234mm


Udg. Dato 6 dec 2019


Oplagsdato 6 dec 2019

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