Beginning Math and Physics for Game Programmers

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New Riders, 2004 - Computers - 475 pages
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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

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About the author (2004)

Wendy Stahler was the first course director of the Game Design and Development Program at Full Sail Real World Education in Orlando, Florida. During her six years at Full Sail, she concentrated much of her time toward developing the math and physics curriculum. Wendy is also an adjunct professor at Rollins College in the IT department, and just recently took on her next challenge of IT training in the corporate world. Wendy graduated from Rollins College earning an Honors B.A. in Mathematics with a concentration in Computer Science and an MA in Corporate Communication and Technology, graduating with honors.

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