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9781598632903

Beginning Math Concepts for Game Developers

by ;
  • ISBN13:

    9781598632903

  • ISBN10:

    1598632906

  • Edition: CD
  • Format: Paperback
  • Copyright: 2006-10-10
  • Publisher: Cengage Learning PTR
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List Price: $29.99

Summary

Successful game programmers understand that in order to take their skills beyond the basics, they must have an understanding of central math topics; however, finding a guide that explains how these topics relate directly to games is not always easy. Beginning Math Concepts for Game Developers is the solution! It includes several hands-on activities in which basic math equations are used for the creation of graphs and, ultimately, animations. By the time you finish, you will have developed a complete application from the ground up that allows you to endlessly explore game development scenarios for 2D games. If you have a basic understanding of programming essentials and a desire to hone your math skills, then get ready to take a unique journey that examines what is possible when you combine game development with basic math concepts.

Table of Contents

Introduction xii
Getting Started
1(18)
Game Contexts
2(5)
Extending the Game
4(2)
Heuristics
6(1)
Alternative Models
7(5)
A Framework for Exploration
8(2)
Nodes and Values
10(2)
Mathematics and Functionality
12(2)
Development Strategies
14(2)
Conclusion
16(3)
Functions and Methods
19(22)
Patterns
20(1)
Rules, Domains, and Ranges
21(10)
Lab Work for the CO2 Table
26(2)
Generating a Table
28(1)
Calling a Method from the Functions Class
29(1)
Using Repetition
30(1)
Writing to a Table
30(1)
Programming a Function
31(4)
The Functions Class
35(5)
Defining a Field
36(1)
Defining a Constructor
36(1)
Using a Method to Implement a Math Function
37(3)
Conclusion
40(1)
Working with Functions
41(24)
Domains and Functions
42(6)
Starting Values
43(3)
All Real Numbers
46(1)
Restricting the Domain
47(1)
Specific Values
48(1)
Methods That Use Restricted Domain Values
48(13)
Single Selection and Throwing Exceptions
49(2)
Generating Values and Catching Exceptions
51(5)
The List Collection
56(2)
Iterations and Retrieval of Error Messages
58(1)
Events and Displays
59(2)
Division by Zero
61(3)
Conclusion
64(1)
Extending the Lab
65(30)
Graphing Functions
66(4)
Aggregation and Composition
67(2)
Dependencies
69(1)
Adding a Struct
70(2)
Adding a Static List to the DataForm Class
72(2)
Using the List Object
74(1)
Using the List Object for Display Purposes
75(2)
Setting and Using a Flag
77(2)
Initializing the Flag
78(1)
Clear and Reset
79(1)
Defining the Run Property
79(1)
Defining the Vals Property
80(1)
Opening the Graphics Window
80(4)
The CartForm Class
84(9)
The CartForm Code
87(2)
Painting
89(2)
Plotting
91(1)
Calling the CoordSystem Methods
92(1)
Closing
93(1)
Conclusion
94(1)
Plotting Points and Curves
95(24)
Creating a Cartesian Plane
96(9)
Planning the Grid
99(2)
Drawing a Grid
101(2)
Adding the Axes
103(2)
Creating the CoordSystem Class
105(13)
Plotting a Point
108(2)
Plotting a Line
110(3)
Plotting a Curve
113(5)
Conclusion
118(1)
Lines, Slopes, and Methods
119(34)
Valid Functions
120(1)
Constant Functions
120(9)
Profits
121(2)
Coding the Function
123(1)
Generating the Table
123(1)
Generating a Graph
124(4)
Grid Adjustments in the CoordSystem Class
128(1)
Composition of Functions
129(5)
Back to the Factory
130(1)
Coding the Function
131(1)
Generating the Table
131(2)
Generating a Graph
133(1)
Linear Functions and the Slopes of Functions
134(4)
Standard Form
134(1)
Coding the Function
135(1)
Generating the Table
136(1)
Generating a Graph
137(1)
Rise and Run
138(10)
More on Temperatures
140(1)
Coding a Method to Find a Slope
141(1)
Creating Output with the Slope Method
142(2)
Coding a Method to Convert Celsius to Fahrenheit
144(1)
Generating a Graph
145(1)
Method Overloading
146(2)
Slope Characteristics
148(2)
Slope Gradients and Negative Slopes
149(1)
Perpendicular Lines
150(1)
Shifting on the y Axis
150(1)
Conclusion
150(3)
Quadratics
153(38)
Quadratic Functions
154(1)
Parabolas
155(6)
Completing the Square
155(2)
Shifting Left and Right
157(2)
Flipping
159(1)
Shifting Up and Down
160(1)
Tangent Lines
161(4)
Minimum and Maximum
165(6)
Coding the Function
166(1)
Generating a Table
167(2)
Generating a Graph
169(2)
Absolute Values
171(14)
Coding a Method for an Absolute Value
172(3)
Generating a Table
175(2)
Generating a Graph
177(4)
Translating Coordinate Values
181(1)
Reference Arguments
182(3)
Discontinuous Lines
185(4)
Writing the Method
185(1)
Generating a Table
186(1)
Generating a Graph
187(2)
Conclusion
189(2)
Limits and Methods
191(30)
Talk of Limits
191(8)
Programming to Define a Limit
192(6)
Formal Definitions
198(1)
Limits and Bicycle Tires
199(17)
Coding the Functions
203(2)
Generating a Table of Values
205(2)
Generating a Graphical Representation
207(4)
Differing Forms of Limits
211(1)
Left-Hand Limits
212(1)
Right-Hand Limits
213(3)
Unrestricted Limits
216(1)
Continuity
216(2)
Infinity
218(2)
Conclusion
220(1)
Animations
221(38)
Graphs and Animation
222(13)
Adding a Text Area and Buttons
222(1)
Anticipating Development
223(1)
Invoking the Animation Form
224(1)
Adding a Timer
225(2)
Timer Methods
227(1)
Setting Up the Basic Timer
228(1)
Attending to Preliminaries
229(1)
Implementing the Code for the Timer Actions
230(5)
Creating a No-Flicker Panel
235(3)
Deriving One Class from Another
236(1)
Specifics of Derivation
236(2)
Adding the Panel
238(4)
Adding the Axes
239(1)
Adding an Animated Point
239(3)
Adding a Continuous Array
242(2)
Generating Coordinates
244(5)
Queues and Coordinates
249(9)
Cardinal Directions
249(3)
Generating Coordinates
252(1)
Plotting the Point
253(1)
Event Detection
254(4)
Conclusion
258(1)
More Animations
259(24)
Random Numbers
260(2)
A Function for Random Values
260(2)
Generating a Table of Values
262(3)
Random Events
263(2)
Restoring Glow
265(3)
Implementing a Nonrandom Method
265(1)
Generating Nonrandom Values
266(2)
Modifying AniForm5
268(7)
Pattern-Driven Activities
269(2)
Fields and Initialization
271(1)
Basic Point Events
271(2)
V2 Events
273(2)
Event Contexts
275(6)
Setting Events
276(2)
Event Execution
278(3)
Conclusion
281(2)
Appendix A Obtaining and Installing C# 283(12)
Appendix B Visual Formula Setup and Use 295(14)
Index 309

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