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Autor(en): 
  • Gregory Smith
  • Kelvin Sung
  • Basic Math for Game Development with Unity 3D: A Beginner's Guide to Mathematical Foundations 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   i.d.R. innert 5-10 Tagen versandfertig
    Veröffentlichung:  Dezember 2023  
    Genre:  EDV / Informatik 
     
    Basics / C# / Dot/Crossproducts / GameDevelopment / Mathematics / Points / Quaternion / Theoretische Informatik
    ISBN:  9781484298848 
    EAN-Code: 
    9781484298848 
    Verlag:  Apress 
    Einband:  Kartoniert  
    Sprache:  English  
    Dimensionen:  H 254 mm / B 178 mm / D 25 mm 
    Gewicht:  866 gr 
    Seiten:  464 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    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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