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

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 Carte...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριοι συγγραφείς: Sung, Kelvin (Συγγραφέας, http://id.loc.gov/vocabulary/relators/aut), Smith, Gregory (http://id.loc.gov/vocabulary/relators/aut)
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Berkeley, CA : Apress : Imprint: Apress, 2019.
Έκδοση:1st ed. 2019.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
LEADER 03214nam a2200457 4500
001 978-1-4842-5443-1
003 DE-He213
005 20191205193924.0
007 cr nn 008mamaa
008 191205s2019 xxu| s |||| 0|eng d
020 |a 9781484254431  |9 978-1-4842-5443-1 
024 7 |a 10.1007/978-1-4842-5443-1  |2 doi 
040 |d GrThAP 
050 4 |a QA76.76.C672 
072 7 |a UMK  |2 bicssc 
072 7 |a COM012040  |2 bisacsh 
072 7 |a UMK  |2 thema 
082 0 4 |a 794.815  |2 23 
100 1 |a Sung, Kelvin.  |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
245 1 0 |a Basic Math for Game Development with Unity 3D  |h [electronic resource] :  |b A Beginner's Guide to Mathematical Foundations /  |c by Kelvin Sung, Gregory Smith. 
250 |a 1st ed. 2019. 
264 1 |a Berkeley, CA :  |b Apress :  |b Imprint: Apress,  |c 2019. 
300 |a XVIII, 403 p. 97 illus.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
505 0 |a 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. 
520 |a 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. 
650 0 |a Computer games-Programming. 
650 0 |a Computer science-Mathematics. 
650 1 4 |a Game Development.  |0 http://scigraph.springernature.com/things/product-market-codes/I29040 
650 2 4 |a Math Applications in Computer Science.  |0 http://scigraph.springernature.com/things/product-market-codes/I17044 
700 1 |a Smith, Gregory.  |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9781484254424 
776 0 8 |i Printed edition:  |z 9781484254448 
856 4 0 |u https://doi.org/10.1007/978-1-4842-5443-1  |z Full Text via HEAL-Link 
912 |a ZDB-2-CWD 
950 |a Professional and Applied Computing (Springer-12059)