# Beginning Math and Physics for Game Programmers

New Riders, 2004 - Computers - 475 pages

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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#### nning Math and Physics for Game Programmers

User Review  - voyager8 - Overstock.com

An excellent reference manual that can be used by not only game programmers but anyone who develops code that uses any aspect of physics or math. I mainly use it to refresh myself about trajectory andor ballistic path calculations. Read full review

### Contents

 The Line Defined 9 Geometry Snippets 41 Parabolas 51 SelfAssessment Solutions 71 Trigonometric Functions 81 Trigonometric Identities 96 Using Math Libraries in C++ 102 Vector Operations 109
 SelfAssessment Solutions 266 Derivative Approach to Motion in One Dimension 267 10 Motion in Two and Three Dimensions 285 Projectiles 296 Visualization Experience 311 Using Newtons Laws to Determine How Forces Affect 330 SelfAssessment Solutions 337 Potential Energy and the Conservation Law 352

 Polar Coordinates Versus Cartesian Coordinates 115 Cross Product 137 SelfAssessment Solutions 146 Matrix Addition and Subtraction 155 Transpose 171 Transformations 179 Scaling 190 Rotation 199 SelfAssessment Solutions 224 Computer Conversions 237 Motion in One Dimension 245 Acceleration 252
 SelfAssessment Solutions 359 Momentum and Impulse Defined 372 Visualization Experience 387 SelfAssessment Solutions 393 SelfAssessment Solutions 413 Chapter 3 Trigonometry Snippets 419 Chapter 6 Transformations 427 Chapter 8 Motion in One Dimension 431 Appendix B Suggested Reading 441 Glossary 449 Index 455 Copyright