Mathematics for Game Developers

by Denny Burzynski

In this book, we focus on a few of the mathematical instruments used in programming languages such as C# and C++. Programming languages have libraries of commands that you can use to write programs, and their commands come from mathematical instruments. In Mathematics for Game Developers, we explore the basic ideas of how mathematical instruments control action and motion in the games you develop. And we introduce technology that performs all the mathematical calculations you might need.

Description from LibreTexts.

Publisher
College of Southern Nevada
Subjects
Mathematics, Applied Mathematics
Licence
CC BY 4.0, as LibreTexts states it
Who can read
Tweens profiles and older, judged from its title and subjects

Contents

LibreTexts writes equations in TeX, and here they show as TeX; the PDF has them typeset.

  1. Front Matter
  2. TitlePage
  3. InfoPage
  4. Table of Contents
  5. Licensing
  6. 1: Some Basic Algebra
  7. 1.1: Constants, Variables, and Expressions
  8. 2: Vectors In Two Dimensions
  9. 2.1: Vectors
  10. 2.2: Addition, Subtraction, and Scalar Multiplication of Vectors
  11. 2.3: Magnitude, Direction, and Components of a Vector
  12. 2.4: The Dot Product of Two Vectors, the Length of a Vector, and the Angle Between Two Vectors
  13. 2.5: Parallel and Perpendicular Vectors, The Unit Vector
  14. 2.6: The Vector Projection of One Vector onto Another
  15. 3: Vectors in Three Dimensions
  16. 3.1: Three Dimensional Vectors
  17. 3.2: Magnitude and Direction Cosines of a Vector
  18. 3.3: Arithmetic on Vectors in 3-Dimensional Space
  19. 3.4: The Unit Vector in 3-Dimensions and Vectors in Standard Position
  20. 3.5: The Dot Product, Length of a Vector, and the Angle between Two Vectors in Three Dimensions
  21. 3.6: The Cross Product- Algebra
  22. 3.7: The Cross Product- Geometry
  23. 4: Matrices
  24. 4.1: Matrices
  25. 4.2: Addition, Subtraction, Scalar Multiplication, and Products of Row and Column Matrices
  26. 4.3: Matrix Multiplication
  27. 4.4: Rotation Matrices in 2-Dimensions
  28. 4.5: Finding the Angle of Rotation Between Two Rotated Vectors in 2-Dimensions
  29. 4.6: Rotation Matrices in 3-Dimensions
  30. 5: Some Basic Trigonometry
  31. 5.1: The Basic Trigonometric Functions
  32. 5.2: Circular Trigonometry
  33. 5.3: Graphs of the Sine Function
  34. 5.4: Graphs of the Cosine Function
  35. 5.5: Amplitude and Period of the Sine and Cosine Functions
  36. Back Matter
  37. Index
  38. Glossary
  39. Detailed Licensing
  40. Detailed Licensing