Basic Math for Game Development with Unity 3D: A Beginner's Guide to Mathematical Foundations
暫譯: Unity 3D 遊戲開發基礎數學:初學者的數學基礎指南

Sung, Kelvin, Smith, Gregory

  • 出版商: Apress
  • 出版日期: 2023-12-20
  • 售價: $2,040
  • 貴賓價: 9.5$1,938
  • 語言: 英文
  • 頁數: 447
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 1484298845
  • ISBN-13: 9781484298848
  • 相關分類: 遊戲引擎 Game-engine
  • 海外代購書籍(需單獨結帳)

相關主題

商品描述

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.

商品描述(中文翻譯)

這本書將教你使用基於 Unity 的自訂範例來理解基本數學概念,解釋實作過程並展示這些概念如何應用於構建現代視頻遊戲功能。你將學習每個概念的理論基礎,然後互動、檢查並修改實作,以檢視其效果。

《使用 Unity 3D 的遊戲開發基礎數學》首先解釋三維笛卡爾坐標系中的點。接著,你將深入了解向量及其點積和叉積的細節、四元數、旋轉和向量的分解。這些基本數學基礎通過基於 Unity 的範例實作來說明。與這些概念介紹相關的,還有如何將這些概念應用於創建典型視頻遊戲功能的獨立範例,例如碰撞支援、運動模擬、自主行為、陰影近似以及從任意方向的表面反射。

完成這本書後,你將對核心數學概念有透徹的理解,以及它們如何用於創造引人入勝的遊戲玩法。

**你將學到什麼**

- 理解點和向量的基本概念及其在遊戲開發中的應用
- 掌握自主行為的細節,例如面對目標、跟隨和追逐物體等
- 在實作現代視頻遊戲功能時應用數學概念,例如射線投射、碰撞和運動控制

**這本書適合誰**

遊戲愛好者、業餘愛好者,以及任何對互動遊戲的實作感興趣但需要基本數學背景或希望用現代範例進行複習的人。

作者簡介

Kelvin Sung is a Professor with the Computing and Software Systems Division at University of Washington Bothell (UWB). He received his Ph.D. 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 AliasWavefront (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. Together with his students and colleagues, Kelvin has co‐authored six books: one in computer graphics and the others in 2D game engines with Apress.

Gregory Smith is a software engineer at Virtual Heroes, a company that focuses on creating training and simulation software in Unreal Engine. He received his undergraduate degree in Computer Science from Northwest Nazarene University in 2018 and earned a Masters of Computer Science and Software Engineering degree from the University of Washington Bothell in 2020. Gregory also owns his own game company, Plus 2 Studios, which he works on in his spare time.

作者簡介(中文翻譯)

Kelvin Sung 是華盛頓大學博塞爾分校 (UWB) 計算與軟體系統部門的教授。他在伊利諾伊大學香檳分校獲得計算機科學博士學位。Kelvin 的背景專注於計算機圖形學、硬體和機器架構。他在來到 UWB 之前曾在 AliasWavefront(現為 Autodesk 的一部分)工作,並在設計和實現 Maya Renderer 這個獲得奧斯卡獎的影像生成系統中扮演了關鍵角色。在 UWB,Kelvin 的研究工作由微軟研究院和國家科學基金會資助,專注於視頻遊戲機制、解決現實世界問題的方案以及行動技術的交集。Kelvin 與他的學生和同事共同撰寫了六本書:一本關於計算機圖形學,其他五本則是與 Apress 合作的 2D 遊戲引擎書籍。

Gregory Smith 是 Virtual Heroes 的軟體工程師,該公司專注於在 Unreal Engine 中創建訓練和模擬軟體。他於 2018 年在西北納撒尼爾大學獲得計算機科學學士學位,並於 2020 年在華盛頓大學博塞爾分校獲得計算機科學與軟體工程碩士學位。Gregory 也擁有自己的遊戲公司 Plus 2 Studios,並在空閒時間進行相關工作。