Game Development Reference
In-Depth Information
11
FOUR-LETTER WORD: M-A-T-H
CHAPTER OUTLINE
The Math Class 184
Part One: Geometry and Trigonometry
184
A Quick Explanation of Radians and Pi
188
3D in Flash 192
Position 193
Rotation 193
Perspective Projection 193
The SimpleTunnelShooter Example
196
The Basic Mechanics
196
Classes 196
The Tunnel Class
196
Part Two: Physics
211
Scalar 211
Vector 211
The Vector3D Class
212
Displacement
212
Velocity 212
Acceleration
213
Friction 213
Inertia 213
Simulation versus Illusion 214
Reality versus Expectations 214
Example: A Top - Down Driving Engine
214
The Vehicle Class 215
The Time Class 217
The Game Class 219
Example: Top - Down Driving Game with Drift
223
Review 226
'
Few people I know, programmers included, don
t groan a little when
math and physics are brought up. While not all games utilize them,
geometry, trigonometry, and basic physical mechanics are essential
parts of game development. Don
t a physics
and math book. There are many of those out in the marketplace
already, some of which are even written specifically for games.
'
t worry though; this isn
'
 
 
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