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Basic Math for Game Development with Unity 3D
Hoofdkenmerken
Auteur: Kelvin Sung; Gregory Smith
Titel: Basic Math for Game Development with Unity 3D
Uitgever: Springer Nature
ISBN: 9781484298855
ISBN boekversie: 9781484298848
Editie: 2
Prijs: € 63.86
Verschijningsdatum: 19-12-2023
Inhoudelijke kenmerken
Categorie: Games
Taal: English
Imprint: Apress
Technische kenmerken
Verschijningsvorm: E-book
 

Inhoudsopgave:

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.
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