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< Day Day Up > • Table of Contents• IndexBeginning Math and Physics for Game ProgrammersBy Wendy Stahler Publisher: New Riders PublishingPub Date: March 24, 2004ISBN: 0-7357-1390-1Pages: 504 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. < Day Day Up > This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it. Thanks. < Day Day Up > • Table of Contents• IndexBeginning Math and Physics for Game ProgrammersBy Wendy Stahler Publisher: New Riders PublishingPub Date: March 24, 2004ISBN: 0-7357-1390-1Pages: 504 Copyright About the Author About the Technical Reviewers Acknowledgments Tell Us What You Think Introduction Who Is This Book For? How Is This Book Organized? What Will I Take Away from This Book? Chapter 1. Points and Lines The Point Defined The Line Defined Properties of Lines Applications in Collision Detection Self-Assessment Solutions Chapter 2. Geometry Snippets Distance Between Points Parabolas Circles and Spheres Applications in Collision Detection Visualization Experience: Collision Detection Self-Assessment Solutions Chapter 3. Trigonometry Snippets Degrees Versus Radians Trigonometric Functions Trigonometric Identities Using Math Libraries in C++ Self-Assessment Solutions Chapter 4. Vector OperationsThis document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it. Thanks. Vector Versus Scalar Polar Coordinates Versus Cartesian Coordinates Vector Addition and Subtraction Scalar Multiplication Dot Product Cross Product Visualization Experience Self-Assessment Solutions Chapter 5. Matrix Operations Equal Matrices Matrix Addition and Subtraction Scalar Multiplication Matrix Multiplication Transpose Visualization Experience Self-Assessment Solutions Chapter 6. Transformations Translation Scaling Rotation Concatenation Visualization Experience Self-Assessment Solutions Chapter 7. Unit Conversions The Metric System Converting Units Between Systems Computer Conversions Self-Assessment Solutions Chapter 8. Motion in One Dimension Speed and...
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