# Basic Math for Game Development with Unity 3D

## A Beginner's Guide to Mathematical Foundations

• Kelvin Sung
• Gregory Smith
Book

1. Front Matter
Pages i-xviii
2. Kelvin Sung, Gregory Smith
Pages 1-29
3. Kelvin Sung, Gregory Smith
Pages 31-85
4. Kelvin Sung, Gregory Smith
Pages 87-114
5. Kelvin Sung, Gregory Smith
Pages 115-203
6. Kelvin Sung, Gregory Smith
Pages 205-279
7. Kelvin Sung, Gregory Smith
Pages 281-362
8. Kelvin Sung, Gregory Smith
Pages 363-396
9. Back Matter
Pages 397-403

### Introduction

Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building modern video game functionality. You will gain the theoretical foundation you need, and you will know how to examine and modify an implementation.

This book covers points in a 3D Cartesian coordinate system, and then discusses vectors and the details of dot and cross products. Basic mathematical foundations are illustrated through Unity-based example implementations. Also provided are examples showing how the concepts are applied when implementing video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflection off arbitrary walls.

Throughout this book, you learn and examine the concepts and their applications in a game engine.

You will:

• Understand the basic concepts of points and vectors and their applications in game development
• Apply mathematical concepts to modern video game functionality, such as spherical and box colliders
• Implement autonomous behaviors, including following way points, facing a target, chasing an object, etc.

### Keywords

Game development Basic mathematics Unity C# Points Vectors Dot/Cross products

#### Authors and affiliations

• Kelvin Sung
• 1
• Gregory Smith
• 2
1. 1.BothellUSA
2. 2.EverettUSA

### Bibliographic information

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