Описание
Basic Math for Game Development with Unity 3D. A Beginner's Guide to Mathematical Foundations
Артикул Маркета
102186410298
Внешний вид товаров и/или упаковки может быть изменён изготовителем и отличаться от изображенных на Яндекс Маркете.
Пэй
4 980 ₽
–48%
–200 ₽
С доставкой по клику
Заказ от 1500₽
Доставка Маркета
1 окт, по клику 0 ₽
Москва
1 окт, пункт выдачи 0 ₽
Москва
14 дней на возврат
О возвратах
Т8 Издательские Технологии
Магазин
19.1Kзаказов
591подписчик
6лет на Маркете
О товаре
Описание
Печатная книга «Basic Math for Game Development with Unity 3D. A Beginner's Guide to Mathematical Foundations» в мягкой обложке, язык - английский. В книге 424 страниц, она напечатана на белой офсетной бумаге плотностью 80 г/м². Формат издания — 152x229 мм. Все книги аккуратно упаковываем в прочный трёхслойный непрозрачный картонный конверт.
Chapter 1: Introduction and Learning Environment
Chapter Goal: Sets the context, describes prerequisite knowledge, discusses learning philosophy, guides to install, and presents a very brief tutorial on working with Unity.
Sub-topics
1. Philosophy, Background, and What You Will Learn
2. The Platform of Learning: Unity
3. C# Scripting: Modifying Behaviors in Unity
Chapter 2: Points and Bounds
Chapter Goal: Begins coverage with something very simple. Presents points, distances, and applications of these simple concepts
Sub-topics
1. Points and Distances
2. Colliders: Spheres
3. Ranges and Intervals
4. Colliders: Axis Aligned Boxes
5. Inside/Outside Tests
6. Limitations of the Colliders
Chapter 3: Vectors
Chapter Goal: Introduces vectors and applications of vectors.
Sub-topic
1. Vectors: Size and Direction
2. Velocity
3. Lines and Rays
4. Applications: Following Way Points, Patrolling, Proximity-Based Behavior
Chapter 4: Vector Dot Products
Chapter Goal: Introduces dot products and its applications.
Sub-topics
1. Dot Product Definition
2. Interpretation of Results: Direction and Projection
3. Point to Line Distance: Application in Proximity Tests
4. Line to Sphere Intersection: Application in Ray Casting
Chapter 5: Planes
Chapter Goal: Acquaints readers to plane equation and applications involving planes.
Sub-topics
1. Interpreting the Plane Equation
2. Plane Normal Vectors
3. Point to Plane Distance
4. Line to Plane Intersection: Application in Dropping Shadows
5. Reflecting a Vector: Application in Bouncing an Object
6. Applications: Projections, Direction Aware Behaviors
Chapter 6: Vector Cross Products
Chapter Goal: Defines cross products and its applications
Sub-topics
1. Cross Product Definition
2. Interpretation of Results: Area and Direction
3. Spanning of a Plane
4. Identifying Directions
5. Following and Chasing Behaviors
Chapter 7: Conclusion
Chapter Goal: Summarizes the book and learnings
Sub-topics
1. Summary and Context of Knowledge
2. What's Next and Why
3. Further Readings and References
Chapter 1: Introduction and Learning Environment
Chapter Goal: Sets the context, describes prerequisite knowledge, discusses learning philosophy, guides to install, and presents a very brief tutorial on working with Unity.
Sub-topics
1. Philosophy, Background, and What You Will Learn
2. The Platform of Learning: Unity
3. C# Scripting: Modifying Behaviors in Unity
Chapter 2: Points and Bounds
Chapter Goal: Begins coverage with something very simple. Presents points, distances, and applications of these simple concepts
Sub-topics
1. Points and Distances
2. Colliders: Spheres
3. Ranges and Intervals
4. Colliders: Axis Aligned Boxes
5. Inside/Outside Tests
6. Limitations of the Colliders
Chapter 3: Vectors
Chapter Goal: Introduces vectors and applications of vectors.
Sub-topic
1. Vectors: Size and Direction
2. Velocity
3. Lines and Rays
4. Applications: Following Way Points, Patrolling, Proximity-Based Behavior
Chapter 4: Vector Dot Products
Chapter Goal: Introduces dot products and its applications.
Sub-topics
1. Dot Product Definition
2. Interpretation of Results: Direction and Projection
3. Point to Line Distance: Application in Proximity Tests
4. Line to Sphere Intersection: Application in Ray Casting
Chapter 5: Planes
Chapter Goal: Acquaints readers to plane equation and applications involving planes.
Sub-topics
1. Interpreting the Plane Equation
2. Plane Normal Vectors
3. Point to Plane Distance
4. Line to Plane Intersection: Application in Dropping Shadows
5. Reflecting a Vector: Application in Bouncing an Object
6. Applications: Projections, Direction Aware Behaviors
Chapter 6: Vector Cross Products
Chapter Goal: Defines cross products and its applications
Sub-topics
1. Cross Product Definition
2. Interpretation of Results: Area and Direction
3. Spanning of a Plane
4. Identifying Directions
5. Following and Chasing Behaviors
Chapter 7: Conclusion
Chapter Goal: Summarizes the book and learnings
Sub-topics
1. Summary and Context of Knowledge
2. What's Next and Why
3. Further Readings and References
Характеристики
Артикул Маркета
102186410298
Внешний вид товаров и/или упаковки может быть изменён изготовителем и отличаться от изображенных на Яндекс Маркете.Возрастное ограничение 18+
Нет отзывов и оценок
Но можно задать вопрос, чтобы узнать о товаре больше
Рекомендуем
Цена с картой Яндекс Пэй 1280 ₽ вместо
Пэй
Цена с картой Яндекс Пэй 1359 ₽ вместо
Пэй
Цена с картой Яндекс Пэй 1625 ₽ вместо
Пэй
Цена с картой Яндекс Пэй 1991 ₽ вместо
Пэй
Цена с картой Яндекс Пэй 573 ₽ вместо
Пэй
Цена с картой Яндекс Пэй 279 ₽ вместо
Пэй
Цена с картой Яндекс Пэй 408 ₽ вместо
Пэй
Цена с картой Яндекс Пэй 216 ₽ вместо
Пэй
Цена с картой Яндекс Пэй 2460 ₽ вместо
Пэй
Цена с картой Яндекс Пэй 871 ₽ вместо
Пэй
Цена с картой Яндекс Пэй 1311 ₽ вместо
Пэй
Цена с картой Яндекс Пэй 523 ₽ вместо
Пэй
Цена с картой Яндекс Пэй 653 ₽ вместо
Пэй
Цена с картой Яндекс Пэй 1714 ₽ вместо
Пэй
Войдите в аккаунтИ тогда откроется корзина, а цены на Маркете могут стать ниже