Basic Math for Game Development with Unity 3D
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Basic Math for Game Development with Unity 3D

A Beginner's Guide to Mathematical Foundations
 eBook
Sofort lieferbar | Lieferzeit: Sofort lieferbar I
ISBN-13:
9781484298855
Veröffentl:
2023
Einband:
eBook
Seiten:
447
Autor:
Kelvin Sung
eBook Typ:
PDF
eBook Format:
Reflowable eBook
Kopierschutz:
Digital Watermark [Social-DRM]
Sprache:
Englisch
Beschreibung:

This book will teach you fundamental mathematical concepts using Unity-based custom examples, explaining the implementations and demonstrating how these concepts are applied in building modern video game functionality. You will learn the theoretical foundation of each concept, and then interact, examine, and modify the implementation to inspect the effects.Basic Math for Game Development with Unity 3D begins by explaining points in the 3D Cartesian Coordinate system. From there, you ll gain insight into vectors and details of dot and cross products, quaternions, rotation and decomposition of vectors. These basic mathematical foundations are illustrated through Unity-based example implementations. Associated with these concept presentations are separate examples of how the concepts are applied in creating typical video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflections off surfaces with arbitrary orientations. After completing this book, you will have a thorough understanding of core mathematical concepts and how they are used to create compelling gameplay.  What You Will LearnUnderstand the basic concepts of points and vectors, and their applications in game developmentGrasp the details of autonomous behaviors such as facing a target, following and chasing an object, and moreApply mathematical concepts in implementing modern video game functionality such as ray casting, collision, and motion control Who Is This Book ForGame enthusiasts, hobbyists, and anyone else who is interested in the implementation of interactive games but needs basic mathematical background or could just use a refresher with modern examples.

This book will teach you fundamental mathematical concepts using Unity-based custom examples, explaining the implementations and demonstrating how these concepts are applied in building modern video game functionality. You will learn the theoretical foundation of each concept, and then interact, examine, and modify the implementation to inspect the effects.

Basic Math for Game Development with Unity 3D begins by explaining points in the 3D Cartesian Coordinate system. From there, you’ll gain insight into vectors and details of dot and cross products, quaternions, rotation and decomposition of vectors. These basic mathematical foundations are illustrated through Unity-based example implementations. Associated with these concept presentations are separate examples of how the concepts are applied in creating typical video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflections off surfaces with arbitrary orientations. 

After completing this book, you will have a thorough understanding of core mathematical concepts and how they are used to create compelling gameplay.

 What You Will Learn

  • Understand the basic concepts of points and vectors, and their applications in game development
  • Grasp the details of autonomous behaviors such as facing a target, following and chasing an object, and more
  • Apply mathematical concepts in implementing modern video game functionality such as ray casting, collision, and motion control

 Who Is This Book For

Game enthusiasts, hobbyists, and anyone else who is interested in the implementation of interactive games but needs basic mathematical background or could just use a refresher with modern examples.
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: Axis Frames and Vector Components.- Chapter 8: Quaternions and Rotations.- Chapter 9: Conclusion.

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