LEADER 03427nam 22005775 450 001 9910364950403321 005 20250609110559.0 010 $a9781484254431 010 $a1484254430 024 7 $a10.1007/978-1-4842-5443-1 035 $a(CKB)4100000010011623 035 $a(MiAaPQ)EBC5990230 035 $a(DE-He213)978-1-4842-5443-1 035 $a(CaSebORM)9781484254431 035 $a(PPN)24282109X 035 $a(OCoLC)1142132599 035 $a(OCoLC)on1142132599 035 $a(MiAaPQ)EBC5990209 035 $a(EXLCZ)994100000010011623 100 $a20191205d2019 u| 0 101 0 $aeng 135 $aurcn| ||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aBasic Math for Game Development with Unity 3D $eA Beginner's Guide to Mathematical Foundations /$fby Kelvin Sung, Gregory Smith 205 $a1st ed. 2019. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2019. 215 $a1 online resource (414 pages) 311 08$a9781484254424 311 08$a1484254422 320 $aIncludes bibliographical references. 327 $aChapter 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. 330 $aUse 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. 606 $aComputer games?Programming 606 $aComputer science?Mathematics 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aMath Applications in Computer Science$3https://scigraph.springernature.com/ontologies/product-market-codes/I17044 615 0$aComputer games?Programming. 615 0$aComputer science?Mathematics. 615 14$aGame Development. 615 24$aMath Applications in Computer Science. 676 $a794.815 700 $aSung$b Kelvin$4aut$4http://id.loc.gov/vocabulary/relators/aut$0926167 702 $aSmith$b Gregory$4aut$4http://id.loc.gov/vocabulary/relators/aut 801 0$bUMI 801 1$bUMI 906 $aBOOK 912 $a9910364950403321 996 $aBasic Math for Game Development with Unity 3D$92544820 997 $aUNINA