Themabewertung:
  • 0 Bewertung(en) - 0 im Durchschnitt
  • 1
  • 2
  • 3
  • 4
  • 5
Mathematics For Computer Games Development Using Unity
#1
[Bild: bwzhrog5ranoc2r94tvp9wefk6.jpg]

Mathematics For Computer Games Development Using Unity
Last updated 8/2022
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 6.15 GB | Duration: 15h 6m

A Beginner's Guide to Essential Mathematics, Data Structures and Algorithms used in Game Programming applied in Unity


What you'll learn
How to use bitwise operations to optimise processing and storage in games.
Everything there is to know about vector mathematics and how to navigate in 2D and 3D space.
The principles and practice behind collision detection with lines, line segments and ray casting.
The beauty of affine transformations and the fundamentals in transforming game objects.
What a quaternion is and how it is used to rotate game objects.
How to build a mathematics library in C# from scratch.

Requirements
Familiarity with the Unity Game Engine
Confidence in programming with C#
Mathematics skills to high school level (basic trigonometry and algebra).

Description
Did you know computer games use mathematics to perform every single task, from rendering to animation and physics to AI? Mathematics is everywhere. A fundamental understanding of mathematics is critical in every occupation and nowhere is it more important than in games development. It underpins all primary operations performed by a game engine. You can't even move a character across the screen without it. Keen to learn more and build up your knowledge in mathematics to improve your game development skills? Then this course is for you.In this course you will build your own C# classes to work with the geometrical constructs of 2D and 3D space that will develop your understanding of positioning and moving game objects. In short you will build your own maths library to replicate some of Unity's Vector2, Vector3, Matrix4x4 and some Mathf methods. Throughout, we will be using the Unity Game Engine to help emphasise the mathematics concepts.Join Dr Penny de Byl as she introduces game development mathematics using her internationally acclaimed holistic teaching style and expertise from over 25 years of teaching, research and work in games and computer graphics. Through-out the course you will follow along with hands-on workshops designed to teach you the vital mathematical techniques used in programming computer game mechanics and visuals.During the course we will be building a game that not only uses the code we've written to move 2D and 3D objects around on the screen, but to play the game you will have to use your knowledge of points and vectors to solve puzzles that will reinforce your learning. You will also build numerous mini projects to apply mathematical concepts and see how they work in games environments.Learn how to program and work with:Bitwise Operations, Bit Packing and Bitboards2D and 3D SpacePointsVectorsMatricesMapping from one coordinate system to anotherPositioning ObjectsNavigationAnglesInterpolationQuaternionsWhat students are saying about this course:Brilliant course. Might be the most helpful course I've found on Udemy so far. Penny is an amazing instructor. Even by the end of the first section learned super valuable information that I can apply to my games.Early in the program but already learned enough to make the purchase price worthwhile.As always, the professor delivers a great, clear course on a badly needed subject to learn. She is so knowledgeable and can impart her knowledge to her students. I recommend all her courses and her YouTube channel.
Overview
Section 1: Introduction and Welcome
Lecture 1 Welcome
Lecture 2 Join the H3D Student Community
Lecture 3 Contacting H3D
Lecture 4 FAQs
Lecture 5 How to Study This Course
Lecture 6 Basic Trigonometry
Section 2: Bitwise Operations
Lecture 7 Bits, Bytes and Binary
Lecture 8 Bit Flags & Bitwise Operators
Lecture 9 Turning Bit Flags Off
Lecture 10 Bit Masks
Lecture 11 Bit Mask Challenge Solution
Lecture 12 Bit Shifting
Lecture 13 Bit Toggling and Unity Specifics
Lecture 14 Bitboards
Lecture 15 Putting Bitboards Into Practice Part 1
Lecture 16 Putting Bitboards Into Practice Part 2
Lecture 17 Putting Bitboards Into Practice Part 3
Lecture 18 Other Bitwise Operation Hacks
Section 3: Location
Lecture 19 Cartesian Coordinates & Points
Lecture 20 Plotting Points: A Simple Data Structure
Lecture 21 Drawing Lines: Solution
Lecture 22 Graph Line Challenge
Lecture 23 Practice Locating 2D Points on a Cartesian Plane
Lecture 24 Calculating Distance Part 1
Lecture 25 Calculating Distance Part 2
Section 4: Vectors
Lecture 26 Introduction to Vectors Part 1
Lecture 27 Introduction to Vectors Part 2
Lecture 28 Vectors: Moving to a Point
Lecture 29 Vector Normal Form
Lecture 30 Dot Product
Lecture 31 Derivation of Vector Angle Calculation
Lecture 32 Rotations
Lecture 33 Cross Product
Lecture 34 2D LookAt Challenge
Lecture 35 Dot Cross Challenge
Lecture 36 Challenge Solutions
Lecture 37 Recreate Rotate and Translate Challenge Part 1
Lecture 38 Recreate Rotate and Translate Challenge Part 2
Lecture 39 Moving from 2D to 3D
Lecture 40 Exploring Rotation in 3D
Section 5: Intersections
Lecture 41 Lines, Line Segments and Rays Part 1
Lecture 42 Lines, Line Segments and Rays Part 2
Lecture 43 Planes
Lecture 44 Another Line Constructor
Lecture 45 Intersection of Two Line Segments
Lecture 46 Improving Line Intersection
Lecture 47 Line-Line Intersection Challenge
Lecture 48 Line-Plane Intersections
Lecture 49 Line-Plane Intersections, Projections and Reflections
Lecture 50 Plane Reflections
Lecture 51 Unity Specifics For Intersections
Lecture 52 More Unity Specifics Part 1
Lecture 53 More Unity Specifics Part 2
Section 6: Affine Transformations
Lecture 54 An Introduction to Matrices
Lecture 55 Homogeneous Coordinates
Lecture 56 Transformations
Lecture 57 Matrices: Data Structures and Algorithms Part 1
Lecture 58 Matrices: Data Structures and Algorithms Part 2
Lecture 59 Translation
Lecture 60 Scaling
Lecture 61 Rotation
Lecture 62 Affine Transformations
Lecture 63 Shear and Reflect Challenge
Lecture 64 Quaternions
Lecture 65 Programming Quaternion Rotations
Lecture 66 Extracting the Rotation Axis and Angle
Lecture 67 Quaternion Rotations
Section 7: Final Words
Lecture 68 Final Maths Library Code
Lecture 69 Some Final Words from Penny
Lecture 70 Where to now?
Beginner game development students who want to be able to understand the mathematics behind game engines.,Skilled programmers keen to move into 2D and 3D game development spaces.,Game development enthusiasts who want a deeper understanding of how mathematics is applied in games.,Anyone with an appreciation of mathematics who wants to investigate how it is applied in computer game environments.


[Bild: mathematicsforcomputeieddj.jpg]



Zitieren


Möglicherweise verwandte Themen…
Thema Verfasser Antworten Ansichten Letzter Beitrag
  High School A-Level Pure Mathematics 1 Made Easy Panter 0 76 07.08.2023, 21:15
Letzter Beitrag: Panter
  Master Unity and C# By Developing 5 Super Mario Games Panter 0 80 07.03.2023, 05:37
Letzter Beitrag: Panter
  Learn Unity'S Entity Component System To Optimise Your Games Panter 0 74 03.03.2023, 18:08
Letzter Beitrag: Panter
  Complete Unity® and Android Development: Build Games & Apps Panter 0 81 03.03.2023, 17:36
Letzter Beitrag: Panter
  Unity C# Scripting : Complete C# For Unity Game Development Panter 0 78 03.03.2023, 16:59
Letzter Beitrag: Panter
  Unity Game Development : Build 5 Games With Unity & C# Panter 0 80 28.02.2023, 16:03
Letzter Beitrag: Panter

Gehe zu:


Benutzer, die gerade dieses Thema anschauen: 1 Gast/Gäste
Expand chat