## Beginning Math and Physics for Game ProgrammersWhether 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.comAn 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 |

441 | |

Glossary | 449 |

455 | |