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1. |
Record Nr. |
UNINA9910799484703321 |
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Autore |
Sung Kelvin |
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Titolo |
Basic Math for Game Development with Unity 3D : A Beginner's Guide to Mathematical Foundations / / by Kelvin Sung, Gregory Smith |
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Pubbl/distr/stampa |
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2023 |
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ISBN |
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Edizione |
[2nd ed. 2023.] |
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Descrizione fisica |
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1 online resource (456 pages) |
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Altri autori (Persone) |
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Disciplina |
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Soggetti |
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Video games - Programming |
Computer science - Mathematics |
Game Development |
Mathematical Applications in Computer Science |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Description based upon print version of record. |
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Nota di contenuto |
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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: Axis Frames and Vector Components -- Chapter 8: Quaternions and Rotations -- Chapter 9: Conclusion. |
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Sommario/riassunto |
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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 |
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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. You will: 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. |
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2. |
Record Nr. |
UNINA9910816800603321 |
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Autore |
Fortescue Michael D |
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Titolo |
The domain of language / / Michael Fortescue |
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Pubbl/distr/stampa |
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Copenhagen, : Museum Tusculanum Press, 2002 |
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Descrizione fisica |
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1 online resource (391 p.) |
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Disciplina |
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Soggetti |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Bibliographic Level Mode of Issuance: Monograph |
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Nota di contenuto |
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Intro -- The Domain of Language -- Contents -- 1. The back way in -- 2. Semiotics at gunpoint -- 3. Plumbing the depths: from phonetics to phonology -- 4. The library: where words gather -- 5. Of syntax and thumb-tacks -- 6. Feeling the way forward -- 7. Sentenced (almost) to death: an introduction to pragmatics -- 8. A discourse concerning the family archives -- 9. Nursery talk -- 10. The kitchens: where William is witness to a right old morphophonological stew -- 11. In a manner of speaking... -- 12. Back to the apes -- 13. Birds of a feather -- 14. The historical propagation of language -- 15. Language in the wild: a forest walk -- 16. Linguistics through the ages -- 17. Pull-ups and put-downs: how to transform your life by hopping on bars -- 18. A matter of phrasing -- 19. Events come to life -- 20. The inner sanctum -- 21. The way back -- Questions that might be asked. |
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Sommario/riassunto |
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This book is intended as counter-evidence to the perception that Linguistics is a domain of dusty schoolroom grammar. It follows that linguistics can be characterised differently than as proponents of theoretical orientations who spend their brief breaks from their bone-dry work bashing each other over the head with their various favourite abstractions. The discipline may appear to outsiders as fragmented and - worse still - lacking in relevance to the real world outside its gates. This book demonstrates that Linguistics, in all its varied branches, can be entertaining as well as thought-provoking, and that its domain is indeed a coherent one despite all the internecine squabbling. In an unconventional way, Michael Fortescue introduces his subject as a kind of fable with a historical moral that professional linguists, as well as students, should enjoy as a useful commentary on the state of the discipline today. Michael Fortescue(/link) is a professor of Linguistics at the University of Copenhagen. He is the author of Language relations across Bering Strait: reappraising the archeological and linguistic evidence (London, 1998), and Pattern and Process: A Whiteheadian Perspective on Linguistics (Amsterdam/Philadelphia, 2001). |
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