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iOS Game Programming Cookbook

You're reading from   iOS Game Programming Cookbook Over 45 interesting game recipes that will help you create your next enthralling game

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781784398255
Length 300 pages
Edition 1st Edition
Languages
Tools
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Toc

Table of Contents (14) Chapters Close

Preface 1. iOS Game Development FREE CHAPTER 2. SpriteKit 3. Animations and Texture 4. Particle System and Game Performance 5. Adding Music to iOS Games and an Introduction to iCloud 6. Physics Simulation 7. Adding Reality to Games 8. Introduction to Game Math and Physics 9. Autonomous Moving Agents 10. 3D Game Programming with OpenGL 11. Getting Started with Multiplayer Games 12. Implementing Multiplayer Games Index

Using vectors


We will be using vector math frequently when designing the AI for our games. Vectors are used everywhere, from calculating which direction a game agent should shoot its gun in, to expressing the inputs and outputs of an artificial neural network. You should know them well.

Let's take a point P as follows:

P = (x, y)

A two-dimensional vector looks almost the same when written, as follows:

V = (x, y)

However, although similar, a vector represents two components: direction and magnitude. The right-hand side of the following diagram shows the vector (9, 6) situated at the origin:

The bearing of the arrow shows the direction of the vector, and the length of the line represents the magnitude of the vector. A vector can represent the velocity of a vehicle. The magnitude of the vector represents the speed of the vehicle, and the direction represents the heading of the vehicle.

That's quite a lot of information from just two numbers (x, y). Vectors aren't restricted to two dimensions either...

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