Basic Math for Game Development with Unity 3D: A Beginner's Guide to Mathematical Foundations


Basic Math for Game Development with Unity 3D:A Beginner's Guide to Mathematical Foundations

by: Kelvin Sung (Author), Gregory Smith

Publisher:

Edition: 1st ed.

Publication Date: 2019/12/6

Language: English

Print Length: 421 pages

ISBN-10: 1484254422

ISBN-13: 9781484254424

Book Description

Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building mode 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 lea and examine the concepts and their applications in a game engine.What You Will LeaUnderstand the basic concepts of points and vectors and their applications in game developmentApply mathematical concepts to mode video game functionality, such as spherical and box collidersImplement 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 mode examples

About the Author

Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building mode 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 lea and examine the concepts and their applications in a game engine.What You Will LeaUnderstand the basic concepts of points and vectors and their applications in game developmentApply mathematical concepts to mode video game functionality, such as spherical and box collidersImplement 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 mode examples

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