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Mathematics for 3D Game Programming and Computer Graphics [Hardcover]

Eric Lengyel
5.0 out of 5 stars  See all reviews (4 customer reviews)
RRP: £48.99
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Book Description

22 Jun 2011 1435458869 978-1435458864 3rd Revised edition
This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. "Mathematics For 3D Game Programming And Computer Graphics, Third Edition" is suitable for advanced programmers who are experienced with C++, DirectX, or OpenGL. The book begins at a fairly basic level, covering areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. It discusses the math first; then it presents how to translate the math into programs. By providing the math behind the effect, screenshots of the results, and samples of code that translate the math so that the effect is achieved, readers get the full story rather than only a mathematical explanation or a set of code samples that are not clearly drawn from mathematical expressions. With this revised edition, almost every chapter will provide a programming example taken directly from a real-world game programming context, and based on programs that have been written and used in game engine development.

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Mathematics for 3D Game Programming and Computer Graphics + Game Engine Architecture + Game Coding Complete
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Product details

  • Hardcover: 624 pages
  • Publisher: Delmar Cengage Learning; 3rd Revised edition edition (22 Jun 2011)
  • Language: English
  • ISBN-10: 1435458869
  • ISBN-13: 978-1435458864
  • Product Dimensions: 18.9 x 2 x 24.6 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Bestsellers Rank: 93,077 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Most Helpful Customer Reviews
2 of 2 people found the following review helpful
5.0 out of 5 stars Justifiably famous reference book ... 22 Jan 2012
Format:Hardcover
Everyone needs a copy, if you're a professional or a half-serious hobbyist, you probably already have a copy - so there's not a lot of point in reviewing!

It's definitely a dense book.

Often I wish they had more "direct, look-up-the-answer immediately" solutions to problems.

To some extent, it reads a little like a novel. That's great and it's an admirable book, but sometimes you just want a solution, "bam," encapsulated in one place.

It would also be fantastic if it was available in a digital format. (Apple's books or whatever? ... kindle format is useless here since kindle is monochrome only).

The text is VERY SMALL and if you're over 16 years old it's quite hard to read! I'd love to be able to expand the fount size and the size of the diagrams .. I'll happily pay for the book again when it comes out on digital.

Obviously one of the great classics along with ...

Real-Time Collision Detection
Christer Ericson

Real-Time Rendering
Tomas Akenine-Moller

I guess everyone in the field has a copy of all of these, so there is not much else you can say!

Again, it would be great if the authors created almost a "Lite" or "E-Z" or "Condensed" version of the book ... kind of a "just the fast facts" version.

But for now, enjoy!
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5.0 out of 5 stars Just what I needed to understand 23 May 2013
Format:Hardcover|Amazon Verified Purchase
Just what I needed to understand. Clear and succinct explanations. The 3D maths all makes sense when you have this book at hand.
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By J. Lind
Format:Hardcover|Amazon Verified Purchase
This book is heavy, sturdy and feels like a premium book. The content is also premium. The layout and structure are clear and it's easy to find what you're looking for. The best thing is that this book covers almost everything you ever want to know about game-related mathematics and graphics algorithms. I was positively surprised when I got this book.
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