Basic Math for Game Development with Unity 3D: A Beginner's Guide to Mathematical Foundations
Sung, Kelvin, Smith, Gregory
- 出版商: Apress
- 出版日期: 2019-12-06
- 定價: $1,600
- 售價: 9.5 折 $1,520
- 貴賓價: 9.0 折 $1,440
- 語言: 英文
- 頁數: 403
- 裝訂: Quality Paper - also called trade paper
- ISBN: 1484254422
- ISBN-13: 9781484254424
-
相關分類:
遊戲引擎 Game-engine
立即出貨 (庫存=1)
買這商品的人也買了...
-
$380$300 -
$580$452 -
$850$808 -
$980$774 -
$690$538 -
$2,010$1,910 -
$832Boost.Asio C++ Network Programming, 2/e(Paperback)
-
$2,180$2,071 -
$650$514 -
$403Unity 3D遊戲特效製作典型實例
-
$150$135 -
$699$629 -
$403游戲服務器架構與優化
-
$1,520$1,444 -
$588$559 -
$2,270$2,157 -
$1,220$1,159 -
$294Unity 游戲優化, 2/e (Unity 2017 Game Optimization - Optimize all aspects of Unity performance, 2/e)
-
$479$455
相關主題
商品描述
Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building modern video game functionality. You will gain the theoretical foundation you need, and you will know how to examine and modify an implementation.
This book covers points in a 3D Cartesian coordinate system, and then discusses vectors and the details of dot and cross products. Basic mathematical foundations are illustrated through Unity-based example implementations. Also provided are examples showing how the concepts are applied when implementing video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflection off arbitrary walls.Throughout this book, you learn and examine the concepts and their applications in a game engine.
What You Will Learn
- Understand the basic concepts of points and vectors and their applications in game development
- Apply mathematical concepts to modern video game functionality, such as spherical and box colliders
- Implement autonomous behaviors, including following way points, facing a target, chasing an object, etc.
Who This Book is For
Beginners, and those interested in the implementation of interactive games, who need a basic mathematical background or a refresher with modern examples商品描述(中文翻譯)
使用基於Unity的示例來理解基本的數學概念,並了解在構建現代視頻遊戲功能時如何應用這些概念。您將獲得所需的理論基礎,並且將知道如何檢查和修改實現。
本書涵蓋了3D笛卡爾坐標系統中的點,並討論了向量以及點積和叉積的細節。基本的數學基礎通過基於Unity的示例實現進行了說明。還提供了示例,展示了在實現視頻遊戲功能時如何應用這些概念,例如碰撞支持、運動模擬、自主行為、陰影近似和對任意牆面的反射。
在整本書中,您將學習並研究這些概念及其在遊戲引擎中的應用。
您將學習以下內容:
- 理解點和向量的基本概念及其在遊戲開發中的應用
- 將數學概念應用於現代視頻遊戲功能,例如球體和盒子碰撞器
- 實現自主行為,包括跟隨路徑點、面向目標、追蹤物體等
本書適合初學者和對交互式遊戲實現感興趣的人,他們需要基本的數學背景或現代示例的複習。
作者簡介
Kelvin Sung is a professor with the Computing and Software Systems division at the University of Washington Bothell (UWB). He received his PhD in Computer Science from the University of Illinois at Urbana-Champaign. Kelvin's background is in computer graphics, hardware, and machine architecture. He came to UWB from Alias-Wavefront (now part of Autodesk), where he played a key role in designing and implementing the Maya Renderer, an Academy Award-winning image generation system. At UWB, funded by Microsoft Research and the National Science Foundation, Kelvin's work focuses on the intersection of video game mechanics, solutions to real-world problems, and mobile technologies. He has co-authored four books: one in computer graphics and the others in 2D game engines, including publishing with APress.
Gregory Smith is a graduate student in the Computer Science and Software Engineering degree program at the University of Washington Bothell. He received his undergraduate degree in Computer Science from Northwest Nazarene University in 2018. Greg is interested in machine learning, AI, and video game design. As his senior capstone project, he worked on the FireMAP project at Northwest Nazarene University where he applied machine learning algorithms to analyze drone images in order to map burned areas left by wildfires to achieve faster and safer recovery efforts. He was also a software engineer tester at a local company while pursuing his undergraduate degree. Currently, Greg is working on a project that focuses on allowing users of virtual and augmented realities to communicate and interact with each other within these mixed reality environments.
作者簡介(中文翻譯)
Kelvin Sung是華盛頓大學Bothell分校(University of Washington Bothell, UWB)的計算機和軟體系統部門的教授。他在伊利諾伊大學香檳分校(University of Illinois at Urbana-Champaign)獲得計算機科學博士學位。Kelvin的專業背景涵蓋了計算機圖形學、硬體和機器架構。他從Alias-Wavefront(現為Autodesk的一部分)加入UWB,曾在設計和實現Maya Renderer(一個獲得學院獎的圖像生成系統)方面發揮關鍵作用。在UWB,Kelvin的工作重點是視頻遊戲機制、解決現實世界問題和移動技術的交叉領域。他合著了四本書,其中一本是關於計算機圖形學,其他三本是關於2D遊戲引擎,其中包括與APress出版社合作出版。
Gregory Smith是華盛頓大學Bothell分校的計算機科學和軟體工程學位課程的研究生。他於2018年從西北納撒連大學(Northwest Nazarene University)獲得計算機科學學士學位。Greg對機器學習、人工智慧和視頻遊戲設計感興趣。作為他的畢業專題,他在西北納撒連大學的FireMAP項目中應用機器學習算法分析無人機圖像,以繪製野火燒毀區域的地圖,以實現更快、更安全的恢復工作。在攻讀學士學位期間,他還在一家當地公司擔任軟體工程師測試員。目前,Greg正在一個專案上工作,該專案的重點是允許虛擬和擴增實境的使用者在這些混合實境環境中進行通信和互動。