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Basic Math for Game Development with Unity 3D

58,84 €*

Sofort verfügbar, Lieferzeit: 1-3 Tage

Produktnummer: 18ded12dc1db954afab273e13b90b5f843
Autor: Smith, Gregory Sung, Kelvin
Themengebiete: Basics C# Dot/Cross products Game development Mathematics Points Quaternion Unity Vectors
Veröffentlichungsdatum: 20.12.2023
EAN: 9781484298848
Auflage: 2
Sprache: Englisch
Seitenzahl: 447
Produktart: Kartoniert / Broschiert
Verlag: APRESS
Untertitel: A Beginner's Guide to Mathematical Foundations
Produktinformationen "Basic Math for Game Development with Unity 3D"
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 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.  What You Will LearnUnderstand the basic concepts of points and vectors, and their applications in game developmentGrasp the details of autonomous behaviors such as facing a target, following and chasing an object, and moreApply mathematical concepts in implementing modern video game functionality such as ray casting, collision, and motion control Who Is This Book For Game enthusiasts, hobbyists, and anyone else who is interested in the implementation of interactive games but needs basic mathematical background or could just use a refresher with modern examples.

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