Mathematics & Physics for Programmers / Edition 1

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Overview

Mathematics and Physics for Programmers
 
Many programmers frequently have limited backgrounds in the mathematics and physics needed for game development or other complex applications. Sooner or later, all programmers run into coding issues that will require an understanding of mathematics or physics concepts like collision detection, 3D vectors, transformations, game theory, or basic calculus. This book provides a simple but thorough grounding in the mathematics and physics topics that programmers need to write these algorithms and programs, using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercise sets follow each chapter for additional practice of the techniques. The CD-ROM provides simulations of the mathematical and physical principles discussed in the book along with the source code.
 
Key Features:
· Presents commonly encountered mathematical and physics concepts such as vector motion, collision detection, angular physics, game theory, artificial intelligence, Bezier curves, etc.
· Illustrates concepts through a non-language-specific approach, using pseudo-code, that makes the book equally valuable for anyone from C++ programmers to Macromedia(tm) Flash ActionScript coders
· Includes a companion CD-ROM with demo examples of the mathematical and physical principles discussed in the book along with the source code
· Create physical simulations, tile-based, and maze games using the concepts discussed in the book
· Uses pedagogical devices such as: a glossary of terms, exercise sets, chapter outlines, and chapter summaries to help master the material

 

ON THE CD-ROM
The CD-ROM includes a large number of sample files that demonstrate techniques from the chapters

· DEMOS: Contains the support files for the MPFP demo program, in a protected format
· DOCS: Contains the text files, in html format, of the code samples
· FIGURES: Contains all of the figures from the book, organized in folders by chapter
· SOURCE: Contains the original Macromedia Director movies used to create the demos

System Requirements: PC; Windows 95, 98, ME, NT4, 2000, XP; 266 MHz processor with a current hardware accelerated 3D graphics card; 32 MB or more of available RAM; 256-color monitor capable of 800 x 600 resolution; DirectX 5.0 or greater (recommended); Web browser installed; (To edit the demo files: Macromedia Director 8.5.1 or later installed).

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Product Details

  • ISBN-13: 9781584503309
  • Publisher: Cengage Learning
  • Publication date: 1/2/2005
  • Series: Charles River Media Game Development Series
  • Edition description: BK&CD-ROM
  • Edition number: 1
  • Pages: 640
  • Sales rank: 1,004,785
  • Product dimensions: 9.26 (w) x 7.44 (h) x 1.38 (d)

Meet the Author

Danny Kodicek is a graduate of Cambridge University. He works with Sunflower Learning in the UK, developing science simulations and tools for schools - his software has been translated into over fifteen languages and is sold worldwide. As a freelancer his previous clients include the BBC and the Royal Air Force, and he was co-creator of the award-winning TimeHunt Web site.

John P. Flynt, Ph.D., works in the software development industry, has taught at colleges and universities, and has authored courses and curricula for several college level game development programs. His academic background includes work in information technology, the social sciences, and the humanities. Among his previous books are "In the Mind of a Game," "Perl Power!," "UnrealScript Game Programming All in One," "Simulation and Event Modeling for Game Developers" (with co-author Ben Vinson), "Beginning Pre-Calculus for Game Developers," "Java Programming for the Absolute Beginner," "Beginning Math Concepts for Game Developers," and "Software Engineering for Game Developers." Among other engagements, he has been a speaker at game and educational conferences in San Antonio, LA, Atlanta, Austin, West Lafayette, and the 2004 Xtreme Game Developers Expo in Mountain View, CA. He has worked as a consultant on several curriculum development initiatives involving some of the largest proprietary colleges in the US and has taught literature, political science, computer science, and game development. He has been contracted by DeVry University as a game course developer, and DeVry has adopted Software Engineering for Game Developers for its national curriculum. John lives in the foothills near Boulder, Colorado.

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Table of Contents

Acknowledgments
Introduction
Part I  General Techniques
Chapter 1: Numbers
Chapter 2: Arithmetic
Chapter 3: Algebra
Chapter 4: Trigonometry and Pythagoras
Chapter 5: Vectors
Chapter 6:Calculus

Part II  Ballistics and Collisions
Chapter 7:Acceleration, Mass, and Energy
Chapter 8: Detecting Collisions Between Simple Shapes
Chapter 9:Resolving Collisions
Chapter 10: Detecting Collisions Between Complex Shapes
Chapter 11:A Simple Pool Game

Part III  More Complex Motion
Chapter 12: Force and Newton's Laws
Chapter 13: Angular Motion
Chapter 14: Friction
Chapter 15: Strings, Pulleys, and Conveyor Belts
Chapter 16: Oscillations

Part IV  3D Mathematics
Chapter 17: 3D Geometry
Chapter 18: Transforms
Chapter 19: Collision Detection in Three Dimensions
Chapter 20: Lighting and Textures
Chapter 21: Modeling Techniques

Part V  Game Algorithms
Chapter 22: Speeding Things Up
Chapter 23: Tile-Based Games
Chapter 24: Mazes
Chapter 25: Game Theory and AI
Chapter 26: Search Techniques

Appendix A: Glossary of Mathematical Terms
Appendix B: Language References and Pseudocode
Appendix C: About the CD-ROM
Appendix D: Further Reading and Resources
Appendix E:Answers to Exercises

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