Download or read book Beginning Pre calculus for Game Developers written by John P. Flynt and published by Course Technology. This book was released on 2007 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Successful game programming requires at least a rudimentary understanding of central math topics. While most books neglect the point-by-point details that are necessary to truly hone these skills, Beginning Pre-Calculus for Game Developers tackles each task head on, using easy-to-understand, hands-on exercises. You will conquer the basics of these essential math topics and will then learn how to specifically apply each skill to the field of game programming. Whether you are searching for an entertaining, engaging way to improve your math skills or you wish to develop the background skills necessary to boost your game programming, Beginning Pre-Calculus for Game Developers serves as the step-by-step guide that will help you tackle pre-calculus with confidence.
Download or read book Beginning Math Concepts for Game Developers written by John P. Flynt and published by Course Technology. This book was released on 2007 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: Accompanying CD-ROM contains ... "source code for nine C# projects that accompany each chapter in the book; Visual Formula, a fun powerful software application for learning math that is used throughout the book; Visual Code, an application that allows you to extend the basic math programming; a bonus appendix to assist with setting up the software for the book."--Page 4 of cover.
Download or read book Essential Mathematics for Games and Interactive Applications written by James M. Van Verth and published by CRC Press. This book was released on 2008-05-19 with total page 706 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.
Download or read book Mathematics for Game Developers written by Christopher Tremblay and published by Course Technology. This book was released on 2004 with total page 658 pages. Available in PDF, EPUB and Kindle. Book excerpt: The author introduces the major branches of mathematics that are essential for game development and demonstrates the applications of these concepts to game programming.
Download or read book Mathematics and Physics for Programmers written by Danny Kodicek and published by Course Technology. This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rev. ed. of: Mathematics and physics for programmers / Danny Kodicek. c2005. 1st ed.
Download or read book Math for Programmers written by Paul Orland and published by Manning Publications. This book was released on 2021-01-12 with total page 686 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Math for Programmers you’ll explore important mathematical concepts through hands-on coding. Filled with graphics and more than 300 exercises and mini-projects, this book unlocks the door to interesting–and lucrative!–careers in some of today’s hottest fields. As you tackle the basics of linear algebra, calculus, and machine learning, you’ll master the key Python libraries used to turn them into real-world software applications. Summary To score a job in data science, machine learning, computer graphics, and cryptography, you need to bring strong math skills to the party. Math for Programmers teaches the math you need for these hot careers, concentrating on what you need to know as a developer. Filled with lots of helpful graphics and more than 200 exercises and mini-projects, this book unlocks the door to interesting–and lucrative!–careers in some of today’s hottest programming fields. Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the technology Skip the mathematical jargon: This one-of-a-kind book uses Python to teach the math you need to build games, simulations, 3D graphics, and machine learning algorithms. Discover how algebra and calculus come alive when you see them in code! About the book In Math for Programmers you’ll explore important mathematical concepts through hands-on coding. Filled with graphics and more than 300 exercises and mini-projects, this book unlocks the door to interesting–and lucrative!–careers in some of today’s hottest fields. As you tackle the basics of linear algebra, calculus, and machine learning, you’ll master the key Python libraries used to turn them into real-world software applications. What's inside Vector geometry for computer graphics Matrices and linear transformations Core concepts from calculus Simulation and optimization Image and audio processing Machine learning algorithms for regression and classification About the reader For programmers with basic skills in algebra. About the author Paul Orland is a programmer, software entrepreneur, and math enthusiast. He is co-founder of Tachyus, a start-up building predictive analytics software for the energy industry. You can find him online at www.paulor.land. Table of Contents 1 Learning math with code PART I - VECTORS AND GRAPHICS 2 Drawing with 2D vectors 3 Ascending to the 3D world 4 Transforming vectors and graphics 5 Computing transformations with matrices 6 Generalizing to higher dimensions 7 Solving systems of linear equations PART 2 - CALCULUS AND PHYSICAL SIMULATION 8 Understanding rates of change 9 Simulating moving objects 10 Working with symbolic expressions 11 Simulating force fields 12 Optimizing a physical system 13 Analyzing sound waves with a Fourier series PART 3 - MACHINE LEARNING APPLICATIONS 14 Fitting functions to data 15 Classifying data with logistic regression 16 Training neural networks
Download or read book 3D Math Primer for Graphics and Game Development 2nd Edition written by Fletcher Dunn and published by CRC Press. This book was released on 2011-11-02 with total page 848 pages. Available in PDF, EPUB and Kindle. Book excerpt: This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
Download or read book Burn Math Class written by Jason Wilkes and published by Basic Books. This book was released on 2016-03-22 with total page 301 pages. Available in PDF, EPUB and Kindle. Book excerpt: A manifesto for a mathematical revolution Forget everything you've been taught about math. In Burn Math Class, Jason Wilkes takes the traditional approach to how we learn math -- with its unwelcoming textbooks, unexplained rules, and authoritarian assertions-and sets it on fire. Focusing on how mathematics is created rather than on mathematical facts, Wilkes teaches the subject in a way that requires no memorization and no prior knowledge beyond addition and multiplication. From these simple foundations, Burn Math Class shows how mathematics can be (re)invented from scratch without preexisting textbooks and courses. We can discover math on our own through experimentation and failure, without appealing to any outside authority. When math is created free from arcane notations and pretentious jargon that hide the simplicity of mathematical concepts, it can be understood organically -- and it becomes fun! Following this unconventional approach, Burn Math Class leads the reader from the basics of elementary arithmetic to various "advanced" topics, such as time-dilation in special relativity, Taylor series, and calculus in infinite-dimensional spaces. Along the way, Wilkes argues that orthodox mathematics education has been teaching the subject backward: calculus belongs before many of its so-called prerequisites, and those prerequisites cannot be fully understood without calculus. Like the smartest, craziest teacher you've ever had, Wilkes guides you on an adventure in mathematical creation that will radically change the way you think about math. Revealing the beauty and simplicity of this timeless subject, Burn Math Class turns everything that seems difficult about mathematics upside down and sideways until you understand just how easy math can be.
Download or read book Beginning Math and Physics for Game Programmers written by Wendy Stahler and published by New Riders. This book was released on 2004 with total page 508 pages. Available in PDF, EPUB and Kindle. Book excerpt: Whether one is a hobbyist or a budding game design pro, the objective is probably the same: to create the coolest games possible using today's increasingly sophisticated technology. Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion designers need to improve their level of game development.
Download or read book Pre Calculus For Dummies written by Yang Kuang and published by John Wiley & Sons. This book was released on 2012-06-26 with total page 408 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offers an introduction to the principles of pre-calculus, covering such topics as functions, law of sines and cosines, identities, sequences, series, and binomials.
Download or read book Mathematics for 3D Game Programming and Computer Graphics written by Eric Lengyel and published by . This book was released on 2020-08 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.
Download or read book Game Engine Architecture Third Edition written by Jason Gregory and published by CRC Press. This book was released on 2018-07-20 with total page 1240 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.
Download or read book Mathematics for Machine Learning written by Marc Peter Deisenroth and published by Cambridge University Press. This book was released on 2020-04-23 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: The fundamental mathematical tools needed to understand machine learning include linear algebra, analytic geometry, matrix decompositions, vector calculus, optimization, probability and statistics. These topics are traditionally taught in disparate courses, making it hard for data science or computer science students, or professionals, to efficiently learn the mathematics. This self-contained textbook bridges the gap between mathematical and machine learning texts, introducing the mathematical concepts with a minimum of prerequisites. It uses these concepts to derive four central machine learning methods: linear regression, principal component analysis, Gaussian mixture models and support vector machines. For students and others with a mathematical background, these derivations provide a starting point to machine learning texts. For those learning the mathematics for the first time, the methods help build intuition and practical experience with applying mathematical concepts. Every chapter includes worked examples and exercises to test understanding. Programming tutorials are offered on the book's web site.
Download or read book How Not to Be Wrong written by Jordan Ellenberg and published by Penguin. This book was released on 2015-05-26 with total page 482 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Witty, compelling, and just plain fun to read . . ." —Evelyn Lamb, Scientific American The Freakonomics of math—a math-world superstar unveils the hidden beauty and logic of the world and puts its power in our hands The math we learn in school can seem like a dull set of rules, laid down by the ancients and not to be questioned. In How Not to Be Wrong, Jordan Ellenberg shows us how terribly limiting this view is: Math isn’t confined to abstract incidents that never occur in real life, but rather touches everything we do—the whole world is shot through with it. Math allows us to see the hidden structures underneath the messy and chaotic surface of our world. It’s a science of not being wrong, hammered out by centuries of hard work and argument. Armed with the tools of mathematics, we can see through to the true meaning of information we take for granted: How early should you get to the airport? What does “public opinion” really represent? Why do tall parents have shorter children? Who really won Florida in 2000? And how likely are you, really, to develop cancer? How Not to Be Wrong presents the surprising revelations behind all of these questions and many more, using the mathematician’s method of analyzing life and exposing the hard-won insights of the academic community to the layman—minus the jargon. Ellenberg chases mathematical threads through a vast range of time and space, from the everyday to the cosmic, encountering, among other things, baseball, Reaganomics, daring lottery schemes, Voltaire, the replicability crisis in psychology, Italian Renaissance painting, artificial languages, the development of non-Euclidean geometry, the coming obesity apocalypse, Antonin Scalia’s views on crime and punishment, the psychology of slime molds, what Facebook can and can’t figure out about you, and the existence of God. Ellenberg pulls from history as well as from the latest theoretical developments to provide those not trained in math with the knowledge they need. Math, as Ellenberg says, is “an atomic-powered prosthesis that you attach to your common sense, vastly multiplying its reach and strength.” With the tools of mathematics in hand, you can understand the world in a deeper, more meaningful way. How Not to Be Wrong will show you how.
Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Download or read book Barron s Math 360 A Complete Study Guide to Pre Calculus with Online Practice written by Lawrence S. Leff and published by Simon and Schuster. This book was released on 2021-09-07 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: Barron’s Math 360: Pre-Calculus is your complete go-to guide for everything pre-calculus This comprehensive guide is an essential resource for: High school and college courses Homeschooling Virtual Learning Learning pods Inside you’ll find: Comprehensive Content Review: Begin your study with the basic building blocks of pre-calculus and build as you go. Topics include, algebraic methods, functions and graphs, complex numbers, polynomial and rational functions, and much more. Effective Organization: Topic organization and simple lesson formats break down the subject matter into manageable learning modules that help guide a successful study plan customized to your needs. Clear Examples and Illustrations: Easy-to-follow explanations, hundreds of helpful illustrations, and numerous step-by-step examples make this book ideal for self-study and rapid learning. Practice Exercises: Each chapter ends with practice exercises designed to reinforce and extend key skills and concepts. These checkup exercises, along with the answers and solutions, will help you assess your understanding and monitor your progress. Access to Online Practice: Take your learning online for 50 practice questions designed to test your knowledge with automated scoring to show you how far you have come.
Download or read book Vectors and Matrices written by Pamela Liebeck and published by Elsevier. This book was released on 2014-05-09 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: Vectors and Matrices provides a progressive approach to vectors and matrices. The first half of this book is devoted to geometry, introducing matrices through its association with geometry mappings, while the rest of the chapters focus on the importance of matrices in non-geometric situations, such as the theory of linear equations and eigenvector theory. The power of eigenvector theory and its application to some problems in biology, probability, and genetics are also reviewed. Other topics include the product of scalar and vector, vector equation of a line, linear dependence, three-dimensional mappings, and orthogonal matrices. The transpose of a matrix and vector, rectangular matrices, inverse of a square matrix, and eigenvectors of a matrix are likewise emphasized in this text. This publication is beneficial to students and researchers conducting work on vectors and matrices.