LEADER 03694nam 22005895 450 001 9910799484703321 005 20251008164954.0 010 $a9781484298855 010 $a1484298853 024 7 $a10.1007/978-1-4842-9885-5 035 $a(CKB)29437375800041 035 $a(MiAaPQ)EBC31028038 035 $a(Au-PeEL)EBL31028038 035 $a(OCoLC)1415892843 035 $a(DE-He213)978-1-4842-9885-5 035 $a(OCoLC-P)1415892843 035 $a(CaSebORM)9781484298855 035 $a(Perlego)4515755 035 $a(EXLCZ)9929437375800041 100 $a20231219d2023 u| 0 101 0 $aeng 135 $aur||||||||||| 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 $a2nd ed. 2023. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2023. 215 $a1 online resource (456 pages) 300 $aDescription based upon print version of record. 311 08$a9781484298848 311 08$a1484298845 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: Axis Frames and Vector Components -- Chapter 8: Quaternions and Rotations -- Chapter 9: Conclusion. 330 $aThis 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. 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. 606 $aVideo games$xProgramming 606 $aComputer science$xMathematics 606 $aGame Development 606 $aMathematical Applications in Computer Science 615 0$aVideo games$xProgramming. 615 0$aComputer science$xMathematics. 615 14$aGame Development. 615 24$aMathematical Applications in Computer Science. 676 $a794.815260151 700 $aSung$b Kelvin$0926167 701 $aSmith$b Gregory$0193667 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910799484703321 996 $aBasic Math for Game Development with Unity 3D$93872749 997 $aUNINA