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Most Helpful Customer Reviews
8 of 8 people found the following review helpful:
5.0 out of 5 stars
A spectacular reference for the CG world.,
By
This review is from: Essential Mathematics for Games and Interactive Applications: A Programmer's Guide (Hardcover)
This is an utterly brilliant book, I don't work in games but in non-realtime CG, and the focus upon the mathematics and techniques rather than the code samples is refreshing. The book covers pretty much all the vital bases, but if it isn't enough, a HUGE reference and further reading list is provided at the end.
I'm reading this book front to back, but it shines as a reference manual.
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Most Helpful Customer Reviews on Amazon.com (beta) Amazon.com:
4.3 out of 5 stars (15 customer reviews) 38 of 40 people found the following review helpful:
5.0 out of 5 stars
One of the best game math books,
By Dave Astle - Published on Amazon.com
This review is from: Essential Mathematics for Games and Interactive Applications: A Programmer's Guide (The Morgan Kaufmann Series in Interactive 3d Technology) (Hardcover)
If only every topic in game and graphics programming were covered as well as math. Over the past several years, a number of exceptionally good books covering math for game and graphics programming have been released, and I've had the opportunity to review most of them. Although, not surprisingly, there is some overlap between them all, each covers unique material and presents information in an original way so that collectively, the books provide an impressive body of work.
Essential Mathematics stands out as one of the best books in the pack, especially in regards to its coverage of the math behind low-level rendering techniques. The book is broken into 4 parts. The first part, Core Mathematics, covers vectors and matrices, transformations, and number representation. This part will be useful to anyone doing 3D graphics. Part II, Rendering, covers topics such as lighting and shading, texturing, projection, and rasterization. This part was of particular interest to me because I've been working on a commercial renderer, but it should also be useful to those who want a better understanding of what graphics engines do under the hood. Part III, Animation, covers curves (very in depth) and representation of orientations (Euler vs. axis-angle vs. quaternions). Finally, Part IV, Simulation, covers intersection testing and rigid body dynamics. There are also a couple of appendices to help you brush up on trig and calculus, if needed. The book includes many C++ code samples and demos, including a handy math library and a simple rendering/game engine using OpenGL and GLUT. The authors are to be commended for their writing style as well. It's very easy for a book of this nature to get bogged down in an extremely heavy academic tone, but this book manages to avoid that, making for a remarkably easy read. I'm glad I don't have to choose just one game math book, but if I did, this would probably be the one I'd pick. 9 of 9 people found the following review helpful:
5.0 out of 5 stars
A solid guide to beginner and expert alike,
By Christopher Dannemiller - Published on Amazon.com
This review is from: Essential Mathematics for Games and Interactive Applications: A Programmer's Guide (Hardcover)
I have read many math books for video games and there are two aspects of this book I really like. The first is the book is encyclopedic and terms of the amount of information that it covers. The second reason that I like this book is that it clearly explains where the equations come from not just what the equations are.
21 of 26 people found the following review helpful:
5.0 out of 5 stars
Clear, Comprehensive, and Educational.,
By Amit Pitaru - Published on Amazon.com
This review is from: Essential Mathematics for Games and Interactive Applications: A Programmer's Guide (The Morgan Kaufmann Series in Interactive 3d Technology) (Hardcover)
The strength of this book lies in its author's ability to make complex subjects accessible to programmers of various levels. The book covers all necessary subjects of 3D development and algorithmic motion, while providing primers in the relevant Math and Trigonometry. The writing is clear, and the examples combine notation in Math, Pseudo Code, and Open-GL implementation. I could see various uses for this book; from reference guide to required course reading. It explains the most fundamental subjects of Vectors and Matrices, and later capitalizes on this knowledge towards subjects that every professional in the field should know. To make sure the book is right for you, I suggest reading the Introduction, which portrays the book accurately and proceeds to recommend alternative and additional resources.
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