Mathematics For Game Developers

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3D Math Primer for Graphics and Game Development, 2nd Edition

Author : Fletcher Dunn,Ian Parberry
Publisher : CRC Press
Page : 848 pages
File Size : 49,7 Mb
Release : 2011-11-02
Category : Computers
ISBN : 9781568817231

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3D Math Primer for Graphics and Game Development, 2nd Edition by Fletcher Dunn,Ian Parberry Pdf

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.

Mathematics for Game Developers

Author : Christopher Tremblay
Publisher : Course Technology
Page : 658 pages
File Size : 40,9 Mb
Release : 2004
Category : Computer games
ISBN : UOM:39015059310220

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Mathematics for Game Developers by Christopher Tremblay Pdf

The author introduces the major branches of mathematics that are essential for game development and demonstrates the applications of these concepts to game programming.

Essential Mathematics for Games and Interactive Applications

Author : James M. Van Verth,Lars M. Bishop
Publisher : CRC Press
Page : 706 pages
File Size : 43,5 Mb
Release : 2008-05-19
Category : Art
ISBN : 9780123742971

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Essential Mathematics for Games and Interactive Applications by James M. Van Verth,Lars M. Bishop Pdf

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.

Beginning Math and Physics for Game Programmers

Author : Wendy Stahler,Dustin Clingman,Kaveh Kahrizi
Publisher : New Riders
Page : 508 pages
File Size : 40,5 Mb
Release : 2004
Category : Computers
ISBN : 0735713901

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Beginning Math and Physics for Game Programmers by Wendy Stahler,Dustin Clingman,Kaveh Kahrizi Pdf

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.

Physics for Game Developers

Author : David M. Bourg
Publisher : "O'Reilly Media, Inc."
Page : 348 pages
File Size : 45,9 Mb
Release : 2002
Category : Physics
ISBN : 0596000065

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Physics for Game Developers by David M. Bourg Pdf

By applying physics to game design, you can realistically model everything that bounces, flies, rolls, or slides, to create believable content for computer games, simulations, and animation. This book serves as the starting point for those who want to enrich games with physics-based realism.

Basic Math for Game Development with Unity 3D

Author : Kelvin Sung,Gregory Smith
Publisher : Apress
Page : 414 pages
File Size : 46,8 Mb
Release : 2019-12-05
Category : Computers
ISBN : 9781484254431

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Basic Math for Game Development with Unity 3D by Kelvin Sung,Gregory Smith Pdf

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 developmentApply mathematical concepts to modern video game functionality, such as spherical and box collidersImplement 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

Math for Programmers

Author : Paul Orland
Publisher : Manning Publications
Page : 686 pages
File Size : 52,8 Mb
Release : 2021-01-12
Category : Computers
ISBN : 9781617295355

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Math for Programmers by Paul Orland Pdf

In Math for Programmers you’ll explore important mathematical concepts through hands-on coding. Filled with graphics and more than 300 exercises and mini-projects, this book unlocks the door to interesting–and lucrative!–careers in some of today’s hottest fields. As you tackle the basics of linear algebra, calculus, and machine learning, you’ll master the key Python libraries used to turn them into real-world software applications. Summary To score a job in data science, machine learning, computer graphics, and cryptography, you need to bring strong math skills to the party. Math for Programmers teaches the math you need for these hot careers, concentrating on what you need to know as a developer. Filled with lots of helpful graphics and more than 200 exercises and mini-projects, this book unlocks the door to interesting–and lucrative!–careers in some of today’s hottest programming fields. Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the technology Skip the mathematical jargon: This one-of-a-kind book uses Python to teach the math you need to build games, simulations, 3D graphics, and machine learning algorithms. Discover how algebra and calculus come alive when you see them in code! About the book In Math for Programmers you’ll explore important mathematical concepts through hands-on coding. Filled with graphics and more than 300 exercises and mini-projects, this book unlocks the door to interesting–and lucrative!–careers in some of today’s hottest fields. As you tackle the basics of linear algebra, calculus, and machine learning, you’ll master the key Python libraries used to turn them into real-world software applications. What's inside Vector geometry for computer graphics Matrices and linear transformations Core concepts from calculus Simulation and optimization Image and audio processing Machine learning algorithms for regression and classification About the reader For programmers with basic skills in algebra. About the author Paul Orland is a programmer, software entrepreneur, and math enthusiast. He is co-founder of Tachyus, a start-up building predictive analytics software for the energy industry. You can find him online at www.paulor.land. Table of Contents 1 Learning math with code PART I - VECTORS AND GRAPHICS 2 Drawing with 2D vectors 3 Ascending to the 3D world 4 Transforming vectors and graphics 5 Computing transformations with matrices 6 Generalizing to higher dimensions 7 Solving systems of linear equations PART 2 - CALCULUS AND PHYSICAL SIMULATION 8 Understanding rates of change 9 Simulating moving objects 10 Working with symbolic expressions 11 Simulating force fields 12 Optimizing a physical system 13 Analyzing sound waves with a Fourier series PART 3 - MACHINE LEARNING APPLICATIONS 14 Fitting functions to data 15 Classifying data with logistic regression 16 Training neural networks

Mathematics for 3D Game Programming and Computer Graphics

Author : Eric Lengyel
Publisher : Unknown
Page : 128 pages
File Size : 47,7 Mb
Release : 2020-08
Category : Electronic
ISBN : 0357671090

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Mathematics for 3D Game Programming and Computer Graphics by Eric Lengyel Pdf

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.

Real-Time Rendering

Author : Tomas Akenine-Möller,Eric Haines,Naty Hoffman
Publisher : CRC Press
Page : 1046 pages
File Size : 44,7 Mb
Release : 2019-01-18
Category : Computers
ISBN : 9781315362007

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Real-Time Rendering by Tomas Akenine-Möller,Eric Haines,Naty Hoffman Pdf

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Game Physics Cookbook

Author : Gabor Szauer
Publisher : Packt Publishing Ltd
Page : 481 pages
File Size : 40,7 Mb
Release : 2017-03-24
Category : Computers
ISBN : 9781787120815

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Game Physics Cookbook by Gabor Szauer Pdf

Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book Get a comprehensive coverage of techniques to create high performance collision detection in games Learn the core mathematics concepts and physics involved in depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.

Mathematics Education for a New Era

Author : Keith Devlin
Publisher : CRC Press
Page : 218 pages
File Size : 52,6 Mb
Release : 2011-02-25
Category : Computers
ISBN : 9781439867716

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Mathematics Education for a New Era by Keith Devlin Pdf

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 Medium for Learning describes exactly what is involved in designing and producing successful math educational videogames that foster the innovative mathematical thinking skills necessary for success in a global economy. Read the author's monthly MAA column Devlin's Angle

Beginning Pre-calculus for Game Developers

Author : John P. Flynt,Boris Meltreger
Publisher : Course Technology
Page : 0 pages
File Size : 40,5 Mb
Release : 2007
Category : Calculus
ISBN : 1598632914

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Beginning Pre-calculus for Game Developers by John P. Flynt,Boris Meltreger Pdf

Successful game programming requires at least a rudimentary understanding of central math topics. While most books neglect the point-by-point details that are necessary to truly hone these skills, Beginning Pre-Calculus for Game Developers tackles each task head on, using easy-to-understand, hands-on exercises. You will conquer the basics of these essential math topics and will then learn how to specifically apply each skill to the field of game programming. Whether you are searching for an entertaining, engaging way to improve your math skills or you wish to develop the background skills necessary to boost your game programming, Beginning Pre-Calculus for Game Developers serves as the step-by-step guide that will help you tackle pre-calculus with confidence.

Mathematics for Computer Graphics and Game Programming

Author : D. P. Kothari,G. K. Awari,D. D. Shrimankar,A. R. Bhende
Publisher : Unknown
Page : 0 pages
File Size : 48,7 Mb
Release : 2019
Category : Computers
ISBN : 1683923561

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Mathematics for Computer Graphics and Game Programming by D. P. Kothari,G. K. Awari,D. D. Shrimankar,A. R. Bhende Pdf

Original title: Computer graphics in mathematical approaches

Games and Mathematics

Author : David G. Wells
Publisher : Cambridge University Press
Page : 257 pages
File Size : 42,9 Mb
Release : 2012-10-18
Category : Games & Activities
ISBN : 9781107024601

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Games and Mathematics by David G. Wells Pdf

A unique book providing a tour through the fascinating connections between mathematics and games.