Introduction. The Games. Part I: GENERAL TECHNIQUES. 1. Numbers. 2. Arithmetic. 3. Algebra. 4. Trigonometry and Pythagoras. 5. Vectors. Part II: BALLISTICS AND COLLISIONS. 6. Forces, Mass, and Energy. 7. Collisions Between Simple Shapes. 8. Collisions Between Complex Shapes. 9. Particle Systems. Part III: MORE COMPLEX MATHEMATICS. 10. Calculus. 11. 3D Geometry. 12. Lighting and Textures. 13. 3D Terrains. Part IV: MORE COMPLEX PHYSICS. 14. Angular Motion. 15. Friction. 16. Oscillations. Appendix A: Glossary of Mathematical Terms. Appendix B: Language References and Pseudocode. Appendix C: About the CD-ROM. Appendix D: Further Reading and Resources. Appendix E: Answers to Exercises.
Danny Kodicek is a graduate of Cambridge University. He works with Sunflower Learning in the UK, developing science simulations and tools for schools - his software has been translated into over fifteen languages and is sold worldwide. As a freelancer his previous clients include the BBC and the Royal Air Force, and he was co-creator of the award-winning TimeHunt Web site. John P. Flynt, Ph.D., works in the software development industry, has taught at colleges and universities, and has authored courses and curricula for several college level game development programs. His academic background includes work in information technology, the social sciences, and the humanities. Among his previous books are "In the Mind of a Game," "Perl Power!," "UnrealScript Game Programming All in One," "Simulation and Event Modeling for Game Developers" (with co-author Ben Vinson), "Beginning Pre-Calculus for Game Developers," "Java Programming for the Absolute Beginner," "Beginning Math Concepts for Game Developers," and "Software Engineering for Game Developers." Among other engagements, he has been a speaker at game and educational conferences in San Antonio, LA, Atlanta, Austin, West Lafayette, and the 2004 Xtreme Game Developers Expo in Mountain View, CA. He has worked as a consultant on several curriculum development initiatives involving some of the largest proprietary colleges in the US and has taught literature, political science, computer science, and game development. He has been contracted by DeVry University as a game course developer, and DeVry has adopted Software Engineering for Game Developers for its national curriculum. John lives in the foothills near Boulder, Colorado.
Introduction.
The Games.
Part I: GENERAL TECHNIQUES.
1. Numbers.
2. Arithmetic.
3. Algebra.
4. Trigonometry and Pythagoras.
5. Vectors.
Part II: BALLISTICS AND COLLISIONS.
6. Forces, Mass, and Energy.
7. Collisions Between Simple Shapes.
8. Collisions Between Complex Shapes.
9. Particle Systems.
Part III: MORE COMPLEX MATHEMATICS.
10. Calculus.
11. 3D Geometry.
12. Lighting and Textures.
13. 3D Terrains.
Part IV: MORE COMPLEX PHYSICS.
14. Angular Motion.
15. Friction.
16. Oscillations.