logo
logo
x
바코드검색
BOOKPRICE.co.kr
책, 도서 가격비교 사이트
바코드검색

인기 검색어

실시간 검색어

검색가능 서점

도서목록 제공

Basic Math for Game Development with Unity 3D: A Beginner's Guide to Mathematical Foundations

Basic Math for Game Development with Unity 3D: A Beginner's Guide to Mathematical Foundations (Paperback)

Kelvin Sung, Gregory Smith (지은이)
Apress
88,290원

일반도서

검색중
서점 할인가 할인률 배송비 혜택/추가 실질최저가 구매하기
72,390원 -18% 0원
3,620원
68,770원 >
yes24 로딩중
교보문고 로딩중
notice_icon 검색 결과 내에 다른 책이 포함되어 있을 수 있습니다.

중고도서

검색중
서점 유형 등록개수 최저가 구매하기
로딩중

eBook

검색중
서점 정가 할인가 마일리지 실질최저가 구매하기
로딩중

책 이미지

Basic Math for Game Development with Unity 3D: A Beginner's Guide to Mathematical Foundations
eBook 미리보기

책 정보

· 제목 : Basic Math for Game Development with Unity 3D: A Beginner's Guide to Mathematical Foundations (Paperback) 
· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9781484254424
· 쪽수 : 403쪽
· 출판일 : 2019-12-06

목차

Chapter 1: Introduction and Learning Environment

Chapter Goal: Sets the context, describes prerequisite knowledge, discusses learning philosophy, guides to install, and presents a very brief tutorial on working with Unity.

Sub-topics

1.       Philosophy, Background, and What You Will Learn

2.       The Platform of Learning: Unity

3.       C# Scripting: Modifying Behaviors in Unity


Chapter 2: Points and Bounds

Chapter Goal: Begins coverage with something very simple. Presents points, distances, and applications of these simple concepts

Sub-topics

1.       Points and Distances

2.       Colliders: Spheres

3.       Ranges and Intervals

4.       Colliders: Axis Aligned Boxes

5.       Inside/Outside Tests

6.       Limitations of the Colliders


Chapter 3: Vectors

Chapter Goal: Introduces vectors and applications of vectors.

Sub-topic

1.       Vectors: Size and Direction

2.       Velocity

3.       Lines and Rays

4.       Applications: Following Way Points, Patrolling, Proximity-Based Behavior


Chapter 4: Vector Dot Products

Chapter Goal: Introduces dot products and its applications.

Sub-topics

1.       Dot Product Definition

2.       Interpretation of Results: Direction and Projection

3.       Point to Line Distance: Application in Proximity Tests

4.       Line to Sphere Intersection: Application in Ray Casting


Chapter 5: Planes

Chapter Goal: Acquaints readers to plane equation and applications involving planes.

Sub-topics

1.       Interpreting the Plane Equation

2.       Plane Normal Vectors

3.       Point to Plane Distance

4.       Line to Plane Intersection: Application in Dropping Shadows

5.       Reflecting a Vector: Application in Bouncing an Object

6.       Applications: Projections, Direction Aware Behaviors


Chapter 6: Vector Cross Products

Chapter Goal: Defines cross products and its applications

Sub-topics

1.       Cross Product Definition

2.       Interpretation of Results: Area and Direction

3.       Spanning of a Plane

4.       Identifying Directions

5.       Following and Chasing Behaviors


Chapter 7: Conclusion

Chapter Goal: Summarizes the book and learnings

Sub-topics

1.       Summary and Context of Knowledge

2.       What’s Next and Why

3.       Further Readings and References

이 포스팅은 쿠팡 파트너스 활동의 일환으로,
이에 따른 일정액의 수수료를 제공받습니다.
이 포스팅은 제휴마케팅이 포함된 광고로 커미션을 지급 받습니다.
도서 DB 제공 : 알라딘 서점(www.aladin.co.kr)
최근 본 책