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  1. Basic math for game development with unity 3D
    a beginner's guide to mathematical foundations
    Published: [2019]; © 2019
    Publisher:  Apress, Berkeley, CA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Wai, Clover
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484254431
    Other identifier:
    RVK Categories: ST 324
    Subjects: Game Development; Math Applications in Computer Science; Computer games—Programming; Computer science—Mathematics; Softwareentwicklung; Unity <Spiel-Engine>; Computerspiel; Mathematik
    Scope: 1 Online-Ressource (xviii, 403 Seiten), 97 Illustrationen
  2. Basic math for game development with unity 3D
    a beginner's guide to mathematical foundations
    Published: [2019]; © 2019
    Publisher:  Apress, Berkeley, CA

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    TU Berlin, Universitätsbibliothek
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    Export to reference management software   RIS file
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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Wai, Clover
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484254431
    Other identifier:
    RVK Categories: ST 324
    Subjects: Game Development; Math Applications in Computer Science; Computer games—Programming; Computer science—Mathematics; Softwareentwicklung; Unity <Spiel-Engine>; Computerspiel; Mathematik
    Scope: 1 Online-Ressource (xviii, 403 Seiten), 97 Illustrationen
  3. Basic Math for Game Development with Unity 3D
    A Beginner's Guide to Mathematical Foundations
    Published: 2019
    Publisher:  Apress, Berkeley, CA ; Imprint: Apress

    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 --... more

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    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. 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.

     

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484254431
    Other identifier:
    Edition: 1st ed. 2019.
    Series: Springer eBook Collection
    Subjects: Computer games—Programming; Computer science—Mathematics
    Scope: 1 Online-Ressource(XVIII, 403 p. 97 illus.)