Author: Danny Kodicek
Publisher: Cengage Learning
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 phy
Author: Wendy Stahler,Dustin Clingman,Kaveh Kahrizi
Publisher: New Riders
A guide to game programming discusses concepts of both mathematics and physics that are related to successful game development.
Publisher: Cengage Learning
The casual game market continues to expand, and with the use of Flash growing and the increased popularity of the iPhone and other mobile gaming devices, developers have an exciting new route to market. But many of these budding game programmers find that they're missing the core math and physics skills they need to develop even simple games. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, SECOND EDITION teaches beginning game programmers they skills they need to develop causal games. Beginning with the basic aspects of mathematics and physics that are relevant to games, and moving on to more complex topics, the book combines theory and practice and the reader develops a number of games throughout the course of the book. With the concepts and techniques presented in the book, readers should be able to program a number of standard casual game types, including Mario-style platformers, driving simulations, puzzle games, and a simple first-person shooter. They will also gain a basic understanding of 2D and 3D geometry.
Author: 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.
Author: Eric Lengyel
Publisher: Nelson Education
Category: Computer games
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.
Author: David M. Bourg
Publisher: "O'Reilly Media, Inc."
Offers advice for using physics concepts to increase the realism of computer games, covering mechanics, real-world situations, and real-time simulations.
Author: James M. Van Verth,Lars M. Bishop
Publisher: CRC Press
Expert Guidance on the Math Needed for 3D Game Programming Developed from the authors’ popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes. New to the Third Edition Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting. The Foundation for Successful 3D Programming The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation. An Introduction to Creating Real and Active Virtual Worlds This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays. Web Resource A supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors’ GDC tutorials.
Author: David H. Eberly
Publisher: CRC Press
Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. The book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. This book even describes when real physics isn't necessary - and hacked physics will do.
How to Build a Robust Commercial-Grade Physics Engine for your Game
Author: Ian Millington
Publisher: CRC Press
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 needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation.
Author: Fletcher Dunn,Ian Parberry
Publisher: CRC Press
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.
Author: Hans Petter Langtangen
The book serves as a first introduction to computer programming of scientific applications, using the high-level Python language. The exposition is example and problem-oriented, where the applications are taken from mathematics, numerical calculus, statistics, physics, biology and finance. The book teaches "Matlab-style" and procedural programming as well as object-oriented programming. High school mathematics is a required background and it is advantageous to study classical and numerical one-variable calculus in parallel with reading this book. Besides learning how to program computers, the reader will also learn how to solve mathematical problems, arising in various branches of science and engineering, with the aid of numerical methods and programming. By blending programming, mathematics and scientific applications, the book lays a solid foundation for practicing computational science. From the reviews: Langtangen ... does an excellent job of introducing programming as a set of skills in problem solving. He guides the reader into thinking properly about producing program logic and data structures for modeling real-world problems using objects and functions and embracing the object-oriented paradigm. ... Summing Up: Highly recommended. F. H. Wild III, Choice, Vol. 47 (8), April 2010 Those of us who have learned scientific programming in Python ‘on the streets’ could be a little jealous of students who have the opportunity to take a course out of Langtangen’s Primer.” John D. Cook, The Mathematical Association of America, September 2011 This book goes through Python in particular, and programming in general, via tasks that scientists will likely perform. It contains valuable information for students new to scientific computing and would be the perfect bridge between an introduction to programming and an advanced course on numerical methods or computational science. Alex Small, IEEE, CiSE Vol. 14 (2), March /April 2012 “This fourth edition is a wonderful, inclusive textbook that covers pretty much everything one needs to know to go from zero to fairly sophisticated scientific programming in Python...” Joan Horvath, Computing Reviews, March 2015
Author: Wendy Stahler
Publisher: Prentice Hall
Fundamentals of Math and Physics for Game Programmersteaches the fundamental math and physics concepts, principles, and formulas that are crucial for developing successful games. Covers topics such as trigonometry snippets, vector and matrix operations, transformations, momentum and collisions, and 1D/2D/3D motion. Concepts are taught in a step-by-step format in order to improve the level of game development. Includes case studies and hands-on projects allowing students to experience the application of essential concepts. End-or-chapter review exercises are provided for additional content reinforcement
Author: Jack Crenshaw
Publisher: CRC Press
Do big math on small machines Write fast and accurate library functions Master analytical and numerical calculus Perform numerical integration to any order Implement z-transform formulas Need to learn the ins and outs of the fundamental math functions in
Author: Christopher Tremblay
Mathematics for Game Developers is just that—a math book designed specifically for the game developer, not the mathematician. As a game developer, you know that math is a fundamental part of your programming arsenal. In order to program a game that goes beyond the basics, you must first master concepts such as matrices and vectors. In this book, you will find some unique solutions for dealing with real problems you'll face when programming many types of 3D games. Not only will you learn how to solve these problems, you'll also learn why the solution works, enabling you to apply that solution to other problems. You'll also learn how to leverage software to help solve algebraic equations. Through numerous examples, this book clarifies how mathematical ideas fit together and how they apply to game programming.
Author: David Conger
Through masterful physics modeling, the action in your games can achieve an amazing level of reality. "Physics Modeling for Game Programmers" takes you beyond theories and techniques and shows you how to implement your new skills toward practical applications. You'll cover the basic math concepts that are essential to physics modeling, including Euclidean geometry. Then it's on to motion and collision as you learn how to make the elements in your game move in a realistic way. Wrap things up with a study of hands-on 3D simulation and the physics of land and air vehicles.
Author: David Yevick
Publisher: Cambridge University Press
Because of its rich object-oriented features, C++ is rapidly becoming the programming language of choice for science and engineering applications. This text leads beginning and intermediate programmers step-by-step through the difficult aspects of scientific coding, providing a comprehensive survey of object-oriented methods. Numerous aspects of modern programming practice are covered, including object-oriented analysis and design tools, numerical analysis, scientific graphics, software engineering, performance issues and legacy software reuse. Examples and problems are drawn from an extensive range of scientific and engineering applications. The book also includes a full set of free programming and scientific graphics tools that facilitate individual learning and reduce the time required to supervise code development in a classroom setting. This unique text will be invaluable both to students taking a first or second course in computational science and as a reference text for scientific programmers.
Author: Richard J. Gaylord,Samuel N. Kamin,Paul R. Wellin
Publisher: Springer Science & Business Media
Accompanying the book, as with all TELOS sponsored publications, is an electronic component. In this case it is a DOS-Diskette produced by one of the coauthors, Paul Wellin. This diskette consists of Mathematica notebooks and packages which contain the codes for all examples and exercises in the book, as well as additional materials intended to extend many ideas covered in the text. It is of great value to teachers, students, and others using this book to learn how to effectively program with Mathematica .
Author: J.C. Bautista
Category: Technology & Engineering
"We have developed 120 Python programs and more than 110 illustrations in a work that will be useful both to students of science of the first university science courses, as well as high school students and teachers, and to anyone interested in Python programming intending to acquire new tools to expose mathematical concepts in a didactic and modern fashion....The book begins with a detailed introduction to Python, followed by ten chapters of mathematics with its corresponding Python programs, results and graphs."--Cover.
Author: Kees Doets,Jan van Eijck,Jan Eijck
Publisher: Kings College Publications
Long ago, when Alexander the Great asked the mathematician Menaechmus for a crash course in geometry, he got the famous reply There is no royal road to mathematics. Where there was no shortcut for Alexander, there is no shortcut for us. Still, the fact that we have access to computers and mature programming languages means that there are avenues for us that were denied to the kings and emperors of yore. The purpose of this book is to teach logic and mathematical reasoning in practice, and to connect logical reasoning with computer programming in Haskell. Haskell emerged in the 1990s as a standard for lazy functional programming, a programming style where arguments are evaluated only when the value is actually needed. Haskell is a marvelous demonstration tool for logic and maths because its functional character allows implementations to remain very close to the concepts that get implemented, while the laziness permits smooth handling of infinite data structures. This book does not assume the reader to have previous experience with either programming or construction of formal proofs, but acquaintance with mathematical notation, at the level of secondary school mathematics is presumed. Everything one needs to know about mathematical reasoning or programming is explained as we go along. After proper digestion of the material in this book, the reader will be able to write interesting programs, reason about their correctness, and document them in a clear fashion. The reader will also have learned how to set up mathematical proofs in a structured way, and how to read and digest mathematical proofs written by others. This is the updated, expanded, and corrected second edition of a much-acclaimed textbook. Praise for the first edition: Doets and van Eijck s The Haskell Road to Logic, Maths and Programming is an astonishingly extensive and accessible textbook on logic, maths, and Haskell. Ralf Laemmel, Professor of Computer Science, University of Koblenz-Landau
Use Programming to Explore Algebra, Statistics, Calculus, and More!
Author: Amit Saha
Publisher: No Starch Press
Doing Math with Python shows you how to use Python to delve into high school–level math topics like statistics, geometry, probability, and calculus. You’ll start with simple projects, like a factoring program and a quadratic-equation solver, and then create more complex projects once you’ve gotten the hang of things. Along the way, you’ll discover new ways to explore math and gain valuable programming skills that you’ll use throughout your study of math and computer science. Learn how to: -Describe your data with statistics, and visualize it with line graphs, bar charts, and scatter plots -Explore set theory and probability with programs for coin flips, dicing, and other games of chance -Solve algebra problems using Python’s symbolic math functions -Draw geometric shapes and explore fractals like the Barnsley fern, the Sierpinski triangle, and the Mandelbrot set -Write programs to find derivatives and integrate functions Creative coding challenges and applied examples help you see how you can put your new math and coding skills into practice. You’ll write an inequality solver, plot gravity’s effect on how far a bullet will travel, shuffle a deck of cards, estimate the area of a circle by throwing 100,000 “darts” at a board, explore the relationship between the Fibonacci sequence and the golden ratio, and more. Whether you’re interested in math but have yet to dip into programming or you’re a teacher looking to bring programming into the classroom, you’ll find that Python makes programming easy and practical. Let Python handle the grunt work while you focus on the math.