![]() ![]() Greg is interested in machine learning, AI, and video game design. He received his undergraduate degree in Computer Science from Northwest Nazarene University in 2018. Gregory Smith is a graduate student in the Computer Science and Software Engineering degree program at the University of Washington Bothell. He has co-authored four books: one in computer graphics and the others in 2D game engines, including publishing with APress. 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 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. Kelvin's background is in computer graphics, hardware, and machine architecture. He received his PhD in Computer Science from the University of Illinois at Urbana-Champaign. Kelvin Sung is a professor with the Computing and Software Systems division at the University of Washington Bothell (UWB). 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 ![]() 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. Throughout this book, you learn and examine the concepts and their applications in a game engine. 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. Basic mathematical foundations are illustrated through Unity-based example implementations. This book covers points in a 3D Cartesian coordinate system, and then discusses vectors and the details of dot and cross products. You will gain the theoretical foundation you need, and you will know how to examine and modify an implementation. Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building modern video game functionality. ![]()
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