Basic Math for Game Development With Unity 3D: A Beginner's Guide to Mathematical Foundations
(eBook)

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Published
Apress, 2019.
Status
Available Online

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Format
eBook
Language
English
ISBN
9781484254431

Citations

APA Citation, 7th Edition (style guide)

Kelvin Sung., & Gregory Smith|AUTHOR. (2019). Basic Math for Game Development With Unity 3D: A Beginner's Guide to Mathematical Foundations . Apress.

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Kelvin Sung and Gregory Smith|AUTHOR. 2019. Basic Math for Game Development With Unity 3D: A Beginner's Guide to Mathematical Foundations. Apress.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Kelvin Sung and Gregory Smith|AUTHOR. Basic Math for Game Development With Unity 3D: A Beginner's Guide to Mathematical Foundations Apress, 2019.

MLA Citation, 9th Edition (style guide)

Kelvin Sung, and Gregory Smith|AUTHOR. Basic Math for Game Development With Unity 3D: A Beginner's Guide to Mathematical Foundations Apress, 2019.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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Grouped Work IDe9ea2440-2d9c-a10c-1ea7-88f48e466796-eng
Full titlebasic math for game development with unity 3d a beginners guide to mathematical foundations
Authorsung kelvin
Grouping Categorybook
Last Update2023-09-01 18:04:43PM
Last Indexed2024-04-17 06:08:50AM

Book Cover Information

Image Sourcehoopla
First LoadedAug 16, 2023
Last UsedAug 16, 2023

Hoopla Extract Information

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    [synopsis] => 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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