Abstract
With your background in basic algebra and trigonometry, this book took you on the journey from the review of the Cartesian Coordinate System to the application of vector algebra to solve frequently encountered problems in video game development. In Chapter 1, you reviewed and familiarized yourself with the Unity system as a learning tool. Then, in Chapter 2, you learned about bounding boxes, one of the most commonly used tools in game engines, by revising and generalizing number intervals. Along the way, you also examined issues related to bounding volumes.
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© 2019 Kelvin Sung, Gregory Smith
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Sung, K., Smith, G. (2019). Conclusion. In: Basic Math for Game Development with Unity 3D. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-5443-1_7
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DOI: https://doi.org/10.1007/978-1-4842-5443-1_7
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-5442-4
Online ISBN: 978-1-4842-5443-1
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