Mathematics of Game Development - Jacob Enfield

Mathematics of Game Development

A Collection of Applied Lessons

(Autor)

Buch | Hardcover
250 Seiten
2024
CRC Press (Verlag)
978-1-032-70142-4 (ISBN)
174,55 inkl. MwSt
This introductory textbook introduces students to mathematical concepts and helps them to understand how they apply to the field of game development. The book covers mathematical concepts commonly used in game development while providing application of the concepts in the industry-standard Unity game engine.
This introductory textbook introduces students to mathematical concepts and helps them to understand how they apply to the field of game development. This book covers the mathematical concepts commonly used in game development while providing opportunities to apply these concepts in the industry-standard Unity game engine.

Most chapters cover mathematical concepts commonly used in game development, a downloadable game project that will provide a context to apply the math concepts learned, exercises for readers to practice the math concepts covered, and challenges for readers to further practice applying those concepts.

This book will be ideal for any game development student looking to gain a grounding in the most relevant mathematical concepts to support their trade. It will also be useful as a stepping stone to digesting more advanced mathematical concepts for game development.

Jacob Enfield is a research faculty member at George Mason University where he teaches game programming in the Computer Game Design program and conducts research at the Virginia Serious Game Institute. Jacob has worked professionally as an educational game developer and has taught a wide range of subjects, including computer science, game development, virtual reality, multimedia production, machine learning, artificial intelligence, and mathematics.

Credits. Introduction. 1. Unity Fundamentals. 2. Programming Fundamentals. 3. Position of Game Objects in 2D | Points on a Coordinate Plane. 4. Distance | Right Triangles, Pythagorean Theorem, and the Distance Formula. 5. Field of View | Pi and Finding Angles Using SIN, COS, TAN. 6. Simulating Physics in a Virtual World | Matrices and Vectors. 7. Sinusoidal Functions | Sine and Cosine. 8. Directionality | Dot Product. 9. Orthogonal Directionality | Cross Product. 10. Reflections | Vector Projection and Reflection. Conclusion. Answers to Exercises. Index.

Erscheinungsdatum
Zusatzinfo 125 Line drawings, color; 2 Line drawings, black and white; 293 Halftones, color; 10 Halftones, black and white; 418 Illustrations, color; 12 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 178 x 254 mm
Gewicht 1400 g
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
Mathematik / Informatik Mathematik Angewandte Mathematik
ISBN-10 1-032-70142-0 / 1032701420
ISBN-13 978-1-032-70142-4 / 9781032701424
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
Das umfassende Handbuch

von Philippe Fontaine; Burghard Vogel

Buch | Hardcover (2023)
Rheinwerk (Verlag)
79,90
Schritt für Schritt zum perfekten Film: Videoschnitt, Effekte, Sound

von Robert Klaßen

Buch | Hardcover (2021)
Rheinwerk (Verlag)
49,90