,

Basic Math for Game Development with Unity 3D

A Beginner's Guide to Mathematical Foundations

Paperback Engels 2019 9781484254424
Verwachte levertijd ongeveer 9 werkdagen

Samenvatting

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 developmentApply mathematical concepts to modern 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 modern examples

Specificaties

ISBN13:9781484254424
Taal:Engels
Bindwijze:paperback
Uitgever:Apress

Lezersrecensies

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Inhoudsopgave

<p>Chapter 1: Introduction and Learning Environment</p><p>Chapter Goal: Sets the context, describes prerequisite knowledge, discusses learning philosophy, guides to install, and presents a very brief tutorial on working with Unity.</p><p>Sub-topics</p><p>1.&nbsp; &nbsp; &nbsp; &nbsp;Philosophy, Background, and What You Will Learn</p><p>2.&nbsp; &nbsp; &nbsp; &nbsp;The Platform of Learning: Unity</p><p>3.&nbsp; &nbsp; &nbsp; &nbsp;C# Scripting: Modifying Behaviors in Unity</p><p><br></p><p>Chapter 2: Points and Bounds</p><p>Chapter Goal: Begins coverage with something very simple. Presents points, distances, and applications of these simple concepts</p><p>Sub-topics</p><p>1.&nbsp; &nbsp; &nbsp; &nbsp;Points and Distances</p><p>2.&nbsp; &nbsp; &nbsp; &nbsp;Colliders: Spheres</p>3.&nbsp; &nbsp; &nbsp; &nbsp;Ranges and Intervals<p></p><p>4.&nbsp; &nbsp; &nbsp; &nbsp;Colliders: Axis Aligned Boxes</p><p>5.&nbsp; &nbsp; &nbsp; &nbsp;Inside/Outside Tests</p><p>6.&nbsp; &nbsp; &nbsp; &nbsp;Limitations of the Colliders</p><p><br></p><p>Chapter 3: Vectors</p><p>Chapter Goal: Introduces vectors and applications of vectors.</p><p>Sub-topic</p><p>1.&nbsp; &nbsp; &nbsp; &nbsp;Vectors: Size and Direction</p><p>2.&nbsp; &nbsp; &nbsp; &nbsp;Velocity</p><p>3.&nbsp; &nbsp; &nbsp; &nbsp;Lines and Rays</p><p>4.&nbsp; &nbsp; &nbsp; &nbsp;Applications: Following Way Points, Patrolling, Proximity-Based Behavior</p><p><br></p><p>Chapter 4: Vector Dot Products</p><p>Chapter Goal: Introduces dot products and its applications.</p><p>Sub-topics</p><p>1.&nbsp; &nbsp; &nbsp; &nbsp;Dot Product Definition</p><p>2.&nbsp; &nbsp; &nbsp; &nbsp;Interpretation of Results: Direction and Projection</p><p>3.&nbsp; &nbsp; &nbsp; &nbsp;Point to Line Distance: Application in Proximity Tests</p><p>4.&nbsp; &nbsp; &nbsp; &nbsp;Line to Sphere Intersection: Application in Ray Casting</p><p><br></p><p>Chapter 5: Planes</p><p>Chapter Goal: Acquaints&nbsp;readers to plane equation and applications involving planes.</p><p>Sub-topics</p><p>1.&nbsp; &nbsp; &nbsp; &nbsp;Interpreting the Plane Equation</p><p>2.&nbsp; &nbsp; &nbsp; &nbsp;Plane Normal Vectors</p><p>3.&nbsp; &nbsp; &nbsp; &nbsp;Point to Plane Distance</p><p>4.&nbsp; &nbsp; &nbsp; &nbsp;Line to Plane Intersection: Application in Dropping Shadows</p><p>5.&nbsp; &nbsp; &nbsp; &nbsp;Reflecting a Vector: Application in Bouncing an Object</p><p>6.&nbsp; &nbsp; &nbsp; &nbsp;Applications: Projections, Direction Aware Behaviors</p><p><br></p><p>Chapter 6: Vector Cross Products</p><p>Chapter Goal: Defines cross products and its applications</p><p>Sub-topics</p><p>1.&nbsp; &nbsp; &nbsp; &nbsp;Cross Product Definition</p><p>2.&nbsp; &nbsp; &nbsp; &nbsp;Interpretation of Results: Area and Direction</p><p>3.&nbsp; &nbsp; &nbsp; &nbsp;Spanning of a Plane</p><p>4.&nbsp; &nbsp; &nbsp; &nbsp;Identifying Directions</p><p>5.&nbsp; &nbsp; &nbsp; &nbsp;Following and Chasing Behaviors</p><p><br></p><p>Chapter 7: Conclusion</p><p>Chapter Goal: Summarizes the book and learnings</p><p>Sub-topics</p><p>1.&nbsp; &nbsp; &nbsp; &nbsp;Summary and Context of Knowledge</p><p>2.&nbsp; &nbsp; &nbsp; &nbsp;What’s Next and Why</p><p>3.&nbsp; &nbsp; &nbsp; &nbsp;Further Readings and References</p>

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