How Video Game Designers Use Math

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How Video Game Designers Use Math
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Author : Jill Egan
language : en
Publisher: Infobase Publishing
Release Date : 2010
How Video Game Designers Use Math written by Jill Egan and has been published by Infobase Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with Computer animation categories.
Describes situations in which math is used in video game design.
3d Math Primer For Graphics And Game Development 2nd Edition
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Author : Fletcher Dunn
language : en
Publisher: CRC Press
Release Date : 2011-11-02
3d Math Primer For Graphics And Game Development 2nd Edition written by Fletcher Dunn and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-11-02 with Computers categories.
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
Essential Mathematics For Games And Interactive Applications
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Author : James M. Van Verth
language : en
Publisher: CRC Press
Release Date : 2008-05-19
Essential Mathematics For Games And Interactive Applications written by James M. Van Verth and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-05-19 with Computers categories.
Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.
Mathematics Education For A New Era
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Author : Keith Devlin
language : en
Publisher: CRC Press
Release Date : 2011-02-25
Mathematics Education For A New Era written by Keith Devlin and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-02-25 with Computers categories.
Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics education, Mathematics Education for a New Era: Video Games as a Med
Basic Math For Game Development With Unity 3d
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Author : Kelvin Sung
language : en
Publisher: Apress
Release Date : 2019-12-05
Basic Math For Game Development With Unity 3d written by Kelvin Sung and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-12-05 with Computers categories.
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
Power Up
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Author : Matthew Lane
language : en
Publisher: Princeton University Press
Release Date : 2019-11-19
Power Up written by Matthew Lane and has been published by Princeton University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-11-19 with Computers categories.
"Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a game world steeped in mathematics? Power-Up reveals the hidden mathematics in many of today's most popular video games and explains why mathematical learning doesn't just happen in the classroom or from books--you're doing it without even realizing it when you play games on your cell phone. In this lively and entertaining book, Matthew Lane discusses how gamers are engaging with the traveling salesman problem when they play Assassin's Creed, why it is mathematically impossible for Mario to jump through the Mushroom Kingdom in Super Mario Bros., and how The Sims teaches us the mathematical costs of maintaining relationships. He looks at mathematical pursuit problems in classic games like Missile Command and Ms. Pac-Man, and how each time you play Tetris, you're grappling with one of the most famous unsolved problems in all of mathematics and computer science. Along the way, Lane discusses why Family Feud and Pictionary make for ho-hum video games, how realism in video games (or the lack of it) influences learning, what video games can teach us about the mathematics of voting, the mathematics of designing video games, and much more. Power-Up shows how the world of video games is an unexpectedly rich medium for learning about the beautiful mathematical ideas that touch all aspects of our lives--including our virtual ones."--Dust jacket.
Beginning Math And Physics For Game Programmers
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Author : Wendy Stahler
language : en
Publisher: New Riders
Release Date : 2004
Beginning Math And Physics For Game Programmers written by Wendy Stahler and has been published by New Riders this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computers categories.
Whether one is a hobbyist or a budding game design pro, the objective is probably the same: to create the coolest games possible using today's increasingly sophisticated technology. Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion designers need to improve their level of game development.
An Architectural Approach To Level Design
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Author : Christopher W. Totten
language : en
Publisher: CRC Press
Release Date : 2014-06-12
An Architectural Approach To Level Design written by Christopher W. Totten and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-06-12 with Computers categories.
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
Mathematics For 3d Game Programming And Computer Graphics
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Author : Eric Lengyel
language : en
Publisher:
Release Date : 2020-08
Mathematics For 3d Game Programming And Computer Graphics written by Eric Lengyel and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-08 with categories.
Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.
Learning By Playing
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Author : Fran Blumberg
language : en
Publisher: OUP Us
Release Date : 2014
Learning By Playing written by Fran Blumberg and has been published by OUP Us this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Education categories.
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. In Learning By Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning.