Beginning Math and Physics for Game Programmers

Overview

Whether you're a hobbyist or a budding game design pro, your objective is probably the same: To create the coolest games possible using today's increasingly sophisticated technology. To do that, however, you need to understand some basic math and physics concepts. Not to worry: You don't need to go to night school if you get this handy guide! Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion you need to improve your level of ...

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Overview

Whether you're a hobbyist or a budding game design pro, your objective is probably the same: To create the coolest games possible using today's increasingly sophisticated technology. To do that, however, you need to understand some basic math and physics concepts. Not to worry: You don't need to go to night school if you get this handy guide! Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion you need to improve your level of game development. Each chapter includes exercises to make the learning stick, and Visualization Experience sections are sprinkled throughout that walk you through a demo of the chapter's content. By the end of the volume, you'll have a thorough understanding of all of the math and physics concepts, principles, and formulas you need to control and enhance your user's gaming experience.

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Product Details

  • ISBN-13: 9780735713901
  • Publisher: New Riders
  • Publication date: 3/24/2004
  • Series: New Riders Games Series
  • Pages: 475
  • Product dimensions: 7.40 (w) x 9.10 (h) x 1.20 (d)

Meet the Author

Wendy Stahler was the first course director of the Game Design and Development Program at Full Sail Real World Education in Orlando, Florida. During her six years at Full Sail, she concentrated much of her time toward developing the math and physics curriculum. Wendy is also an adjunct professor at Rollins College in the IT department, and just recently took on her next challenge of IT training in the corporate world. Wendy graduated from Rollins College earning an Honors B.A. in Mathematics with a concentration in Computer Science and an MA in Corporate Communication and Technology, graduating with honors.

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Table of Contents

Introduction
1 Points and Lines 1
2 Geometry Snippets 41
3 Trigonometry Snippets 75
4 Vector Operations 109
5 Matrix Operations 149
6 Transformations 179
7 Unit Conversions 227
8 Motion in One Dimension 245
9 Derivative Approach to Motion in One Dimension 267
10 Motion in Two and Three Dimensions 285
11 Newton's Laws 315
12 Energy 339
13 Momentum and Collisions 361
14 Rotational Motion 395
A: Important Formulas 415
B: Suggested Reading 441
C: What's on the CD-ROM 445
Glossary 449
Index 455
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