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Basic Math for Game Development with Unity 3D

A Beginner's Guide to Mathematical Foundations

Authors: Sung, Kelvin, Smith, Greg

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  • Provides a complete introduction to the mathematics applied in game development
  • Covers each concept in the context of building video games
  • Demonstrates the implementation and application of concepts through examples
  • Uses Unity to demonstrate the concepts
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eBook 24,99 €
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  • ISBN 978-1-4842-5443-1
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Softcover 29,99 €
price for China (P.R.) (gross)
  • ISBN 978-1-4842-5442-4
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  • Immediate ebook access, if available*, with your print order
  • Usually dispatched within 3 to 5 business days.
About this book

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

About the authors

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.

Table of contents (7 chapters)

Table of contents (7 chapters)

Buy this book

eBook 24,99 €
price for China (P.R.) (gross)
  • ISBN 978-1-4842-5443-1
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Softcover 29,99 €
price for China (P.R.) (gross)
  • ISBN 978-1-4842-5442-4
  • Free shipping for individuals worldwide
  • Immediate ebook access, if available*, with your print order
  • Usually dispatched within 3 to 5 business days.

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Bibliographic Information

Bibliographic Information
Book Title
Basic Math for Game Development with Unity 3D
Book Subtitle
A Beginner's Guide to Mathematical Foundations
Authors
Copyright
2019
Publisher
Apress
Copyright Holder
Kelvin Sung, Gregory Smith
eBook ISBN
978-1-4842-5443-1
DOI
10.1007/978-1-4842-5443-1
Softcover ISBN
978-1-4842-5442-4
Edition Number
1
Number of Pages
XVIII, 403
Number of Illustrations
97 b/w illustrations
Topics

*immediately available upon purchase as print book shipments may be delayed due to the COVID-19 crisis. ebook access is temporary and does not include ownership of the ebook. Only valid for books with an ebook version. Springer Reference Works are not included.