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Beginning Math Concepts for Game Developers

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ISBN-10: 1598632906

ISBN-13: 9781598632903

Edition: 2007

Authors: John P. Flynt, Boris Meltreger, Boris Meltreger, J. Adam Norris

List price: $29.99
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This book provides hands-on explanations of topics central to beginning math as related to game development. It differs from books that focus solely on math topics, involving readers in extensive programming activities and focusing on creating an understanding of a computer game as a cognitive machine that can be driven almost wholly by table of data generated by math equations. While it does cover some of the math skills conveyed in the typical math book, it also teaches readers how to think about generating mathematical values and then translating them into the coordinate space of the game or into the event model that maps the activities of the game. It addresses both the use of a…    
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Book details

List price: $29.99
Copyright year: 2007
Publisher: Course Technology
Publication date: 10/10/2006
Binding: Mixed Media
Pages: 336
Size: 7.40" wide x 9.09" long x 0.98" tall
Weight: 1.540
Language: English

Boris Meltreger graduated from a top mathematics and physics high school in Russia. He went on to earn an advanced degree in optical engineering. After completing a dissertation on acoustics and optics, Boris took up work for the Russian government developing optical computers. He has been the recipient of engineering awards for his work and has owned his own engineering company. Boris has in recent years performed pioneering work in the development of optical technologies for medical applications and currently works as a software engineer. Boris lives in Aurora, Colorado

Getting Started With C# and the Math Library
C# as a Game Development Language
Setting up a Project
Inspecting the Math Library
Guess a Number
Functions and Methods
Understanding Functions as Patterns
Creating Lab for Exploring Functions
Generating Date for a Table
Developing Classes
Equations and Methods
Concepts Behind Functions
Number Domains
Restricted Values
Handling Exceptions
Making use of a List to Store Function Output
Fields and Properties
Division By Zero and Other Mysteries
Extending the Lab with a Coordinate Plane
How to Graph
Putting the List Values to Work
Using a Flag
Closing
The True Value Game
Local and World Space in Cartesian Terms
Spawning a Cartesian Plan
Learning How to Do Things Twice
Understanding Grids
Axes and How to Make Them
Making Your Point
Finding the Curve
Changing Things: Lines, Slopes, and Methods
What Counts As a Valid Function
Constant Functions
How to Make a Profit
Linear Things
Making Things Visible
Method Overloading
The Factory Game
Quadratics and Other Functions
Parabolas
Minimum and Maximum
Absolute Values
Discontinuous Functions
Stair Steps and Other Antics
The Table Game
Limits and Methods for Them
Talk of Limits
Bicycle Tires
Different forms of Limits
Continuity
Infinity
Creating Graphics That Merge
Animating the World
Threads and Timers
Eliminating Flicker
Derived Classes
Working with Arrays of Continuous Values
Queues and Coordinates
Event Generation G
In to the Game
Derivation and Acceleration
Controlling Flight
Multiplying Complexity
A Target Game
Extended Intelligence in Games