The casual game market continues to expand, and with the use of Flash growing and the increased popularity of the iPhone and other mobile gaming devices, developers have an exciting new route to market. But many of these budding game programmers find that they're missing the core math and physics skills they need to develop even simple games. Mathematics and Physics for Programmers(Second Edition) teaches beginning game programmers they skills they need to develop causal games. Beginning with the basic aspects of mathematics and physics that are relevant to games, and moving on to more complex topics, the book combines theory and practice and the reader develops a number of games throughout the course of the book. With the concepts and techniques presented in the book, readers should be able to program a number of standard casual game types, including Mario-style platformers, driving simulations, puzzle games, and a simple first-person shooter. They will also gain a basic understanding of 2D and 3D geometry.
- Provides coverage of all the latest casual gaming technology, including mobile devices such as the iPhone.
- Written for beginning game programmers who need to learn the basic mathematics and physics skills necessary to develop casual games.
- The book covers both theory and practice through hands-on application of new skills learned.
- All examples and techniques are non-platform specific.
- An accompanying CD-ROM includes all the source code needed to create the games in the book.
Table of Contents
Part I: Essential Topics in Mathematics
Chapter 1 Numbers
Chapter 2 Arithmetic
Chapter 3 Algebra
Chapter 4 Geometry and Trigonometry
Chapter 5 Vectors
Chapter 6 Calculus
Part II: Essential Topics in Physics
Chapter 7 Acceleration, Mass, and Energy
Chapter 8 Detecting Collisions Between Simple Shapes
Chapter 9 Collision Resolution
Chapter 10 Detecting Collisions Between Complex Shapes
Chapter 11 A Simple Pool Game
Part III: Complex Motion
Chapter 12 Force and Newton’s Laws
Chapter 13 Angular Motion
Chapter 14 Friction
Chapter 15 Strings, Pulleys, and Conveyor Belts
Chapter 16 Oscillations
Part IV: 3-D Mathematics
Chapter 17 3-D Geometry
Chapter 18 Transforms
Chapter 19 3-D Collision Detection
Chapter 20 Lighting and Textures
Chapter 21 Modeling Techniques
Part V: Game Algorithms
Chapter 22 Speeding Things Up
Chapter 23 Tile-Based Games
Chapter 24 Mazes
Chapter 25 Game Theory and Artificial Intelligence
Chapter 26 Search Techniques
Appendix A: Glossary of Mathematical Terms
Appendix B: Code References
Appendix C: The Greek Alphabet
Appendix D: Learning Resources
Appendix E: Answers to Exercises