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Beginning Math Concepts for Game Developers.
Başlık:
Beginning Math Concepts for Game Developers.
Yazar:
Flynt, John P.
ISBN:
9781598637779
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Fiziksel Tanımlama:
1 online resource (337 pages)
İçerik:
Contents -- Introduction -- Chapter 1 Getting Started -- Game Contexts -- Extending the Game -- Heuristics -- Alternative Models -- A Framework for Exploration -- Nodes and Values -- Mathematics and Functionality -- Development Strategies -- Conclusion -- Chapter 2 Functions and Methods -- Patterns -- Rules, Domains, and Ranges -- Lab Work for the CO[sub(2)] Table -- Generating a Table -- Calling a Method from the Functions Class -- Using Repetition -- Writing to a Table -- Programming a Function -- The Functions Class -- Defining a Field -- Defining a Constructor -- Using a Method to Implement a Math Function -- Conclusion -- Chapter 3 Working with Functions -- Domains and Functions -- Starting Values -- All Real Numbers -- Restricting the Domain -- Specific Values -- Methods That Use Restricted Domain Values -- Single Selection and Throwing Exceptions -- Generating Values and Catching Exceptions -- The List Collection -- Iterations and Retrieval of Error Messages -- Events and Displays -- Division by Zero -- Conclusion -- Chapter 4 Extending the Lab -- Graphing Functions -- Aggregation and Composition -- Dependencies -- Adding a Struct -- Adding a Static List to the DataForm Class -- Using the List Object -- Using the List Object for Display Purposes -- Setting and Using a Flag -- Initializing the Flag -- Clear and Reset -- Defining the Run Property -- Defining the Vals Property -- Opening the Graphics Window -- The CartForm Class -- The CartForm Code -- Painting -- Plotting -- Calling the CoordSystem Methods -- Closing -- Conclusion -- Chapter 5 Plotting Points and Curves -- Creating a Cartesian Plane -- Planning the Grid -- Drawing a Grid -- Adding the Axes -- Creating the CoordSystem Class -- Plotting a Point -- Plotting a Line -- Plotting a Curve -- Conclusion -- Chapter 6 Lines, Slopes, and Methods -- Valid Functions -- Constant Functions.

Profits -- Coding the Function -- Generating the Table -- Generating a Graph -- Grid Adjustments in the CoordSystem Class -- Composition of Functions -- Back to the Factory -- Coding the Function -- Generating the Table -- Generating a Graph -- Linear Functions and the Slopes of Functions -- Standard Form -- Coding the Function -- Generating the Table -- Generating a Graph -- Rise and Run -- More on Temperatures -- Coding a Method to Find a Slope -- Creating Output with the Slope Method -- Coding a Method to Convert Celsius to Fahrenheit -- Generating a Graph -- Method Overloading -- Slope Characteristics -- Slope Gradients and Negative Slopes -- Perpendicular Lines -- Shifting on the y Axis -- Conclusion -- Chapter 7 Quadratics -- Quadratic Functions -- Parabolas -- Completing the Square -- Shifting Left and Right -- Flipping -- Shifting Up and Down -- Tangent Lines -- Minimum and Maximum -- Coding the Function -- Generating a Table -- Generating a Graph -- Absolute Values -- Coding a Method for an Absolute Value -- Generating a Table -- Generating a Graph -- Translating Coordinate Values -- Reference Arguments -- Discontinuous Lines -- Writing the Method -- Generating a Table -- Generating a Graph -- Conclusion -- Chapter 8 Limits and Methods -- Talk of Limits -- Programming to Define a Limit -- Formal Definitions -- Limits and Bicycle Tires -- Coding the Functions -- Generating a Table of Values -- Generating a Graphical Representation -- Differing Forms of Limits -- Left-Hand Limits -- Right-Hand Limits -- Unrestricted Limits -- Continuity -- Infinity -- Conclusion -- Chapter 9 Animations -- Graphs and Animation -- Adding a Text Area and Buttons -- Anticipating Development -- Invoking the Animation Form -- Adding a Timer -- Timer Methods -- Setting Up the Basic Timer -- Attending to Preliminaries -- Implementing the Code for the Timer Actions.

Creating a No-Flicker Panel -- Deriving One Class from Another -- Specifics of Derivation -- Adding the Panel -- Adding the Axes -- Adding an Animated Point -- Adding a Continuous Array -- Generating Coordinates -- Queues and Coordinates -- Cardinal Directions -- Generating Coordinates -- Plotting the Point -- Event Detection -- Conclusion -- Chapter 10 More Animations -- Random Numbers -- A Function for Random Values -- Generating a Table of Values -- Random Events -- Restoring Glow -- Implementing a Nonrandom Method -- Generating Nonrandom Values -- Modifying AniForm5 -- Pattern-Driven Activities -- Fields and Initialization -- Basic Point Events -- V2 Events -- Event Contexts -- Setting Events -- Event Execution -- Conclusion -- Appendix A: Obtaining and Installing C# -- Appendix B: Visual Formula Setup and Use -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Notlar:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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