
Basic Math for Game Development with Unity 3D
A Beginner's Guide to Mathematical Foundations
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Basic Math for Game Development with Unity 3D
A Beginner's Guide to Mathematical Foundations
About this book
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 Learn
- 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
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.Frequently asked questions
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Information
Table of contents
- Cover
- Front Matter
- 1. Introduction and Learning Environment
- 2. Intervals and Bounding Boxes
- 3. Distances and Bounding Spheres
- 4. Vectors
- 5. Vector Dot Products
- 6. Vector Cross Products and 2D Planes
- 7. Axis Frames and Vector Components
- 8. Quaternions and Rotations
- 9. Conclusion
- Back Matter