Seller: HPB-Red, Dallas, TX, U.S.A.
paperback. Condition: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
Seller: ThriftBooks-Dallas, Dallas, TX, U.S.A.
Paperback. Condition: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.
Seller: HPB-Emerald, Dallas, TX, U.S.A.
paperback. Condition: Very Good. Connecting readers with great books since 1972! Used books may not include companion materials, and may have some shelf wear or limited writing. We ship orders daily and Customer Service is our top priority!
Condition: New.
Seller: BargainBookStores, Grand Rapids, MI, U.S.A.
Paperback or Softback. Condition: New. Basic Math for Game Development with Unity 3D: A Beginner's Guide to Mathematical Foundations. Book.
Condition: New. Brand New! Not Overstocks or Low Quality Book Club Editions! Direct From the Publisher! We're not a giant, faceless warehouse organization! We're a small town bookstore that loves books and loves it's customers! Buy from Lakeside Books!
Seller: California Books, Miami, FL, U.S.A.
Condition: New.
Condition: As New. Unread book in perfect condition.
Seller: GoldBooks, Denver, CO, U.S.A.
Condition: new.
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
Paperback. Condition: new. Paperback. This book will teach you fundamental mathematical concepts using Unity-based custom examples, explaining the implementations and demonstrating how these concepts are applied in building modern video game functionality. You will learn the theoretical foundation of each concept, and then interact, examine, and modify the implementation to inspect the effects.Basic Math for Game Development with Unity 3D begins by explaining points in the 3D Cartesian Coordinate system. From there, youll gain insight into vectors and details of dot and cross products, quaternions, rotation and decomposition of vectors. These basic mathematical foundations are illustrated through Unity-based example implementations. Associated with these concept presentations are separate examples of how the concepts are applied in creating typical video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflections off surfaces with arbitrary orientations. After completing this book, you will have a thorough understanding of core mathematical concepts and how they are used to create compelling gameplay. What You Will LearnUnderstand the basic concepts of points and vectors, and their applications in game developmentGrasp the details of autonomous behaviors such as facing a target, following and chasing an object, and moreApply mathematical concepts in implementing modern video game functionality such as ray casting, collision, and motion control Who Is This Book ForGame enthusiasts, hobbyists, and anyone else who is interested in the implementation of interactive games but needs basic mathematical background or could just use a refresher with modern examples. Beginning user level Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
PAP. Condition: New. New Book. Shipped from UK. Established seller since 2000.
Seller: PBShop.store UK, Fairford, GLOS, United Kingdom
PAP. Condition: New. New Book. Shipped from UK. Established seller since 2000.
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
Condition: As New. Unread book in perfect condition.
Seller: Optimon Books, Gravesend, KENT, United Kingdom
Paperback. Condition: Good. Who This Book is ForBeginners, and those interested in the implementation of interactive games, who need a basic mathematical background or a refresher with modern examples.
Seller: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Ireland
Condition: New. 2023. 2nd Edition. paperback. . . . . .
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
Condition: New.
Seller: Majestic Books, Hounslow, United Kingdom
Condition: New.
Seller: Ria Christie Collections, Uxbridge, United Kingdom
£ 48.05
Quantity: Over 20 available
Add to basketCondition: New. In.
Seller: Chiron Media, Wallingford, United Kingdom
Paperback. Condition: New.
Seller: Revaluation Books, Exeter, United Kingdom
Paperback. Condition: Brand New. 2nd edition. 463 pages. 10.01x7.01x0.94 inches. In Stock.
Condition: New. 2023. 2nd Edition. paperback. . . . . . Books ship from the US and Ireland.
ISBN 10: 8868805952 ISBN 13: 9788868805951
Seller: Romtrade Corp., STERLING HEIGHTS, MI, U.S.A.
Condition: New. Brand New. Soft Cover International Edition. Different ISBN and Cover Image. Priced lower than the standard editions which is usually intended to make them more affordable for students abroad. The core content of the book is generally the same as the standard edition. The country selling restrictions may be printed on the book but is no problem for the self-use. This Item maybe shipped from US or any other country as we have multiple locations worldwide.
Seller: Rarewaves.com USA, London, LONDO, United Kingdom
Paperback. Condition: New. Second Edition. This book will teach you fundamental mathematical concepts using Unity-based custom examples, explaining the implementations and demonstrating how these concepts are applied in building modern video game functionality. You will learn the theoretical foundation of each concept, and then interact, examine, and modify the implementation to inspect the effects.Basic Math for Game Development with Unity 3D begins by explaining points in the 3D Cartesian Coordinate system. From there, you'll gain insight into vectors and details of dot and cross products, quaternions, rotation and decomposition of vectors. These basic mathematical foundations are illustrated through Unity-based example implementations. Associated with these concept presentations are separate examples of how the concepts are applied in creating typical video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflections off surfaces with arbitrary orientations. After completing this book, you will have a thorough understanding of core mathematical concepts and how they are used to create compelling gameplay. What You Will LearnUnderstand the basic concepts of points and vectors, and their applications in game developmentGrasp the details of autonomous behaviors such as facing a target, following and chasing an object, and moreApply mathematical concepts in implementing modern video game functionality such as ray casting, collision, and motion control Who Is This Book ForGame enthusiasts, hobbyists, and anyone else who is interested in the implementation of interactive games but needs basic mathematical background or could just use a refresher with modern examples.
Paperback. Condition: New. Second Edition. This book will teach you fundamental mathematical concepts using Unity-based custom examples, explaining the implementations and demonstrating how these concepts are applied in building modern video game functionality. You will learn the theoretical foundation of each concept, and then interact, examine, and modify the implementation to inspect the effects.Basic Math for Game Development with Unity 3D begins by explaining points in the 3D Cartesian Coordinate system. From there, you'll gain insight into vectors and details of dot and cross products, quaternions, rotation and decomposition of vectors. These basic mathematical foundations are illustrated through Unity-based example implementations. Associated with these concept presentations are separate examples of how the concepts are applied in creating typical video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflections off surfaces with arbitrary orientations. After completing this book, you will have a thorough understanding of core mathematical concepts and how they are used to create compelling gameplay. What You Will LearnUnderstand the basic concepts of points and vectors, and their applications in game developmentGrasp the details of autonomous behaviors such as facing a target, following and chasing an object, and moreApply mathematical concepts in implementing modern video game functionality such as ray casting, collision, and motion control Who Is This Book ForGame enthusiasts, hobbyists, and anyone else who is interested in the implementation of interactive games but needs basic mathematical background or could just use a refresher with modern examples.
Seller: Biblios, Frankfurt am main, HESSE, Germany
Condition: New.
Seller: Books Puddle, New York, NY, U.S.A.
Condition: New. 2nd ed. edition NO-PA16APR2015-KAP.
Seller: Revaluation Books, Exeter, United Kingdom
Paperback. Condition: Brand New. 403 pages. 9.50x6.25x1.00 inches. In Stock.
Condition: NEW.
Condition: New. Beginning user level|Gives complete incremental introduction to mathematics applied in game developmentExplains the math that builds Unity through example implementationsFocuses on covering each concept in the context of building video game.
Seller: AussieBookSeller, Truganina, VIC, Australia
Paperback. Condition: new. Paperback. This book will teach you fundamental mathematical concepts using Unity-based custom examples, explaining the implementations and demonstrating how these concepts are applied in building modern video game functionality. You will learn the theoretical foundation of each concept, and then interact, examine, and modify the implementation to inspect the effects.Basic Math for Game Development with Unity 3D begins by explaining points in the 3D Cartesian Coordinate system. From there, youll gain insight into vectors and details of dot and cross products, quaternions, rotation and decomposition of vectors. These basic mathematical foundations are illustrated through Unity-based example implementations. Associated with these concept presentations are separate examples of how the concepts are applied in creating typical video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflections off surfaces with arbitrary orientations. After completing this book, you will have a thorough understanding of core mathematical concepts and how they are used to create compelling gameplay. What You Will LearnUnderstand the basic concepts of points and vectors, and their applications in game developmentGrasp the details of autonomous behaviors such as facing a target, following and chasing an object, and moreApply mathematical concepts in implementing modern video game functionality such as ray casting, collision, and motion control Who Is This Book ForGame enthusiasts, hobbyists, and anyone else who is interested in the implementation of interactive games but needs basic mathematical background or could just use a refresher with modern examples. Beginning user level Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.