Beginning Math and Physics for Game Programmers

Beginning Math and Physics for Game Programmers
Author :
Publisher : New Riders
Total Pages : 508
Release :
ISBN-10 : 0735713901
ISBN-13 : 9780735713901
Rating : 4/5 (01 Downloads)

Synopsis Beginning Math and Physics for Game Programmers by : Wendy Stahler

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 Programmers

Physics for Game Programmers
Author :
Publisher : Apress
Total Pages : 458
Release :
ISBN-10 : 9781430200215
ISBN-13 : 1430200219
Rating : 4/5 (15 Downloads)

Synopsis Physics for Game Programmers by : Grant Palmer

*Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics *Ideal for all budding games programmers, with example code in Java, C#, and C *Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET *Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer.

Physics for Game Developers

Physics for Game Developers
Author :
Publisher : "O'Reilly Media, Inc."
Total Pages : 348
Release :
ISBN-10 : 0596000065
ISBN-13 : 9780596000066
Rating : 4/5 (65 Downloads)

Synopsis Physics for Game Developers by : David M. Bourg

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.

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

3D Math Primer for Graphics and Game Development, 2nd Edition
Author :
Publisher : CRC Press
Total Pages : 848
Release :
ISBN-10 : 9781568817231
ISBN-13 : 1568817231
Rating : 4/5 (31 Downloads)

Synopsis 3D Math Primer for Graphics and Game Development, 2nd Edition by : Fletcher Dunn

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

Essential Mathematics for Games and Interactive Applications
Author :
Publisher : CRC Press
Total Pages : 706
Release :
ISBN-10 : 9780123742971
ISBN-13 : 0123742978
Rating : 4/5 (71 Downloads)

Synopsis Essential Mathematics for Games and Interactive Applications by : James M. Van Verth

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.

Game Physics Engine Development

Game Physics Engine Development
Author :
Publisher : CRC Press
Total Pages : 542
Release :
ISBN-10 : 9780123819772
ISBN-13 : 0123819776
Rating : 4/5 (72 Downloads)

Synopsis Game Physics Engine Development by : Ian Millington

Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne

Game Physics Cookbook

Game Physics Cookbook
Author :
Publisher : Packt Publishing Ltd
Total Pages : 481
Release :
ISBN-10 : 9781787120815
ISBN-13 : 1787120813
Rating : 4/5 (15 Downloads)

Synopsis Game Physics Cookbook by : Gabor Szauer

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.

Beginning Pre-calculus for Game Developers

Beginning Pre-calculus for Game Developers
Author :
Publisher : Course Technology
Total Pages : 0
Release :
ISBN-10 : 1598632914
ISBN-13 : 9781598632910
Rating : 4/5 (14 Downloads)

Synopsis Beginning Pre-calculus for Game Developers by : John P. Flynt

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 Game Developers

Mathematics for Game Developers
Author :
Publisher : Course Technology
Total Pages : 658
Release :
ISBN-10 : UOM:39015059310220
ISBN-13 :
Rating : 4/5 (20 Downloads)

Synopsis Mathematics for Game Developers by : Christopher Tremblay

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

Mathematics for 3D Game Programming and Computer Graphics

Mathematics for 3D Game Programming and Computer Graphics
Author :
Publisher :
Total Pages :
Release :
ISBN-10 : 0357671090
ISBN-13 : 9780357671092
Rating : 4/5 (90 Downloads)

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

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.