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Titlebook: Basic Math for Game Development with Unity 3D; A Beginner‘s Guide t Kelvin Sung,Gregory Smith Book 20191st edition Kelvin Sung, Gregory Smi

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樓主: Eisenhower
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發(fā)表于 2025-3-23 12:51:52 | 只看該作者
Richard A. Hubner,Richard S. HoulstonAfter completing this chapter, you will be able to
12#
發(fā)表于 2025-3-23 17:00:24 | 只看該作者
Richard A. Hubner,Richard S. HoulstonAfter completing this chapter, you will be able to
13#
發(fā)表于 2025-3-23 18:06:22 | 只看該作者
Introduction and Learning Environment,After completing this chapter, you will be able to
14#
發(fā)表于 2025-3-24 01:07:48 | 只看該作者
15#
發(fā)表于 2025-3-24 02:25:09 | 只看該作者
Distances and Bounding Spheres,After completing this chapter, you will be able to
16#
發(fā)表于 2025-3-24 08:51:46 | 只看該作者
Vectors,After completing this chapter, you will be able to
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發(fā)表于 2025-3-24 11:04:28 | 只看該作者
18#
發(fā)表于 2025-3-24 17:38:47 | 只看該作者
Vector Cross Products and 2D Planes,After completing this chapter, you will be able to
19#
發(fā)表于 2025-3-24 19:23:36 | 只看該作者
The Molecular Biology of Haemophiliaplication 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
20#
發(fā)表于 2025-3-25 01:12:14 | 只看該作者
https://doi.org/10.1007/978-1-4842-5443-1Game development; Basic mathematics; Unity; C#; Points; Vectors; Dot/Cross products
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