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Real-World Flash Game Development by Chris Simpson, Christopher Griffith

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10FOUR LETTER WORDS: M-A-T-H

Few people I know, programmers included, don’t groan a little when math and physics are brought up. While not all games utilize them, geometry, trigonometry, and basic physical mechanics are essential parts of game development. Don’t worry, though; this isn’t a physics and math book. There are many of those out in the marketplace already, some even written specifically for games. In fact, this isn’t even going to be an in-depth exploration of those topics because they really aren’t necessary for most casual games. In this chapter, we will cover the basic foundational concepts you must understand to be able to handle a wide variety of development challenges. We will accomplish this in two parts—geometry and trigonometry, ...

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