Basic Math for Game Development with Unity 3D : A Beginner's Guide to Mathematical Foundations / / by Kelvin Sung, Gregory Smith |
Autore | Sung Kelvin |
Edizione | [2nd ed. 2023.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2023 |
Descrizione fisica | 1 online resource (456 pages) |
Disciplina | 794.815260151 |
Altri autori (Persone) | SmithGregory |
Soggetto topico | Video games - Programming - Mathematics |
ISBN | 1-4842-9885-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 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. |
Record Nr. | UNINA-9910799484703321 |
Sung Kelvin | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Basic Math for Game Development with Unity 3D : A Beginner's Guide to Mathematical Foundations / / by Kelvin Sung, Gregory Smith |
Autore | Sung Kelvin |
Edizione | [1st ed. 2019.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 |
Descrizione fisica | 1 online resource (414 pages) |
Disciplina | 794.815 |
Soggetto topico |
Computer games—Programming
Computer science—Mathematics Game Development Math Applications in Computer Science |
ISBN | 1-4842-5443-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 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. |
Record Nr. | UNINA-9910364950403321 |
Sung Kelvin | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Build your own 2D Game Engine and Create Great Web Games [[electronic resource] ] : Using HTML5, JavaScript, and WebGL / / by Kelvin Sung, Jebediah Pavleas, Fernando Arnez, Jason Pace |
Autore | Sung Kelvin |
Edizione | [1st ed. 2015.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 |
Descrizione fisica | 1 online resource (481 p.) |
Disciplina | 004 |
Collana | Expert's Voice in Game Development |
Soggetto topico |
Computer games—Programming
Software engineering Game Development Software Engineering/Programming and Operating Systems |
ISBN | 1-4842-0952-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents at a Glance; Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Introduction; Chapter 1: Introducing 2D Game Engine Development with JavaScript; The Technologies; Setting Up Your Development Environment; Downloading and Installing JavaScript Syntax Checker; Working in the NetBeans Development Environment; Creating an HTML5 Project in NetBeans; The Relationship Between the Project Files and the File System; How to Use This Book; How Do You Make a Great Video Game?; References; Technologies; Chapter 2: Working with HTML5 and WebGL; Introduction
Canvas for Drawing The HTML5 Canvas Project ; Creating and Clearing the HTML Canvas; Separating HTML and JavaScript; The JavaScript Source File Project; Separate JavaScript Source Code File; Load and Run JavaScript Source Code from index.html; Observations; Elementary Drawing with WebGL; The Draw One Square Project ; Set Up and Load the Primitive Geometry Data; Set Up the GLSL Shaders ; Define the Vertex and Fragment Shaders ; Compile, Link, and Load the Vertex and Fragment Shaders; Set Up Drawing with WebGL; Observations; Abstraction with JavaScript Objects The JavaScript Objects ProjectSource Code Organization ; Abstracting the Game Engine; The Core of the Game Engine: gEngine.Core ; The Shared Vertex Buffer; The Shader Object; The Client Source Code; Observations; Separating GLSL from HTML; The Shader Source Files Project; Loading Shaders in SimpleShader ; Extracting Shaders into Their Own Files ; Cleaning Up HTML Code ; Source Code Organization ; Changing the Shader and Controlling the Color; The Parameterized Fragment Shader Project; Defining the SimpleFS.glsl Fragment Shader ; Modify the SimpleShader to Support the Color Parameter Drawing with the New Shader Summary; Chapter 3: Drawing Objects in the World; Introduction; Encapsulating Drawing ; The Renderable Objects Project ; The Renderable Object; Testing the Renderable Object; Observations; Transforming a Renderable Object; Matrices as Transform Operators; Concatenation of Matrix Operators ; The glMatrix Library ; The Matrix Transform Project; Modify the Vertex Shader to Support Transforms; Modify SimpleShader to Load the Transform Operator; Modify Renderable Object to Set the Transform Operator; Testing the Transforms ; Observations Encapsulating the Transform Operator The Transform Objects Project; The Transform Object; Transformable Renderable Objects ; Modify Drawing to Support Transform Object; View, Projection, and Viewports; Coordinate Systems and Transformations; Modeling and Normalized Device Coordinate Systems ; The World Coordinate System ; The Viewport; The View Projection and Viewport Project; Modifying the Vertex Shader to Support the View-Projection Transform; Modifying SimpleVertex to Support the View-Projection Transform; Modifying RenderObject to Support the View-Projection Transform Testing the View-Projection Transform and the Viewport |
Record Nr. | UNINA-9910300644303321 |
Sung Kelvin | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Learn 2D Game Development with C# : For iOS, Android, Windows Phone, Playstation Mobile and More / / by Kelvin Sung, Jack Keng-Wei Chang, Rob Zhu, Jebediah Pavleas |
Autore | Sung Kelvin |
Edizione | [1st ed. 2013.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2013 |
Descrizione fisica | 1 online resource (285 p.) |
Disciplina |
004
794.81526 |
Collana | The Expert's Voice in Game Development |
Soggetto topico |
Computer games—Programming
Software engineering Game Development Software Engineering/Programming and Operating Systems |
ISBN | 1-4302-6605-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
""Contents at a Glance""; ""Contents""; ""About the Authors""; ""About the Technical Reviewer""; ""Acknowledgments""; ""Introduction""; ""Chapter 1: Introducing 2D Game Development in C# ""; ""Downloading and Installing Development Tools""; ""Download and install the IDE: Visual Studio Express""; ""Download and install the game SDK: MonoGame Framework""; ""Download and install the asset builder: XNB Builder""; ""What Is Covered in This Book?""; ""What Is Not Covered in This Book?""; ""Technology References""; ""Chapter 2: Getting to Know the MonoGame Framework""
""The Visual Studio Development Environment""""Creating a MonoGame project in Visual Studio""; ""Troubleshooting: For Windows 8 machines only""; ""Troubleshooting: OpenGL error""; ""The Visual Studio layout and Solution Explorer""; ""The relationship between the file system and Solution Explorer""; ""Understanding the MonoGame Framework""; ""The Microsoft.Xna.Framework.Game Class""; ""Adding, Drawing, and Controlling Content""; ""The Draw and Control project""; ""Creating the Draw and Control project""; ""Wrapping Game Controller with the Keyboard""; ""The Input Wrapper project"" ""Creating the Input Wrapper project""""Summary""; ""Quick Reference""; ""Chapter 3: 2D Graphics, Coordinates, and Game State""; ""Introduction""; ""The Game Window""; ""The Game Window Size project""; ""Modifying the game window""; ""Textured Primitives""; ""The Textured Primitive project""; ""Creating the TexturedPrimitive class""; ""Adding TexturedPrimitive functionality and behavior""; ""Using the TexturedPrimitive class""; ""Observations""; ""Coordinate System and Camera""; ""The User-Defined Coordinate System project""; ""Understanding pixel space and user-defined space"" ""Creating a user-defined coordinate system""""Using the Camera class""; ""Font Output""; ""The Font Output project""; ""Creating the FontSupport class""; ""Using and observing the FontSupport class""; ""A Simple Game Object""; ""The Simple Game Object project""; ""Modifying the classes to include bounds support""; ""Adding collision detection support""; ""Creating the SoccerBall class""; ""Using the SoccerBall class""; ""Simple Game State""; ""The Simple Game State project""; ""Adding TexturedPrimitive collision detection support""; ""Creating a BasketBall class"" ""Creating the game state object""""Modifying Game1 to support the game state""; ""Summary""; ""Quick Reference""; ""Chapter 4: Getting Things Moving""; ""Rotating textures""; ""The Rotate Textured Primitive project""; ""Modifying the TexturedPrimitive class""; ""Modifying the GameState class""; ""Observing and testing the results""; ""Vectors""; ""Vector review""; ""The Show Vector project""; ""Creating the ShowVector class""; ""Modifying the GameState class""; ""Front direction""; ""The Front Direction project""; ""Modifying the GameState class""; ""Observing the results""; ""Game objects"" ""The Game Object project"" |
Altri titoli varianti | Learn two-dimensional game development with C sharp |
Record Nr. | UNINA-9910735391903321 |
Sung Kelvin | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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