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3D Math Primer for Graphics and Game Development (Wordware Game Math Library)
 
 
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3D Math Primer for Graphics and Game Development (Wordware Game Math Library) [Paperback]

Fletcher Dunn , Ian Parberry
3.4 out of 5 stars  See all reviews (10 customer reviews)
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Product details

  • Paperback: 429 pages
  • Publisher: Wordware Publishing Inc.; illustrated edition edition (1 Jun 2002)
  • Language English
  • ISBN-10: 1556229119
  • ISBN-13: 978-1556229114
  • Product Dimensions: 23.1 x 19 x 2.5 cm
  • Average Customer Review: 3.4 out of 5 stars  See all reviews (10 customer reviews)
  • Amazon Bestsellers Rank: 321,940 in Books (See Top 100 in Books)

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Product Description

Synopsis

This book covers fundamental 3D fundamental maths concepts that are especially useful for computer game developers and programmers. The authors discuss the mathematical theory in detail and then provide the geometric interpretation necessary to make 3D maths intuitive. Working C++ classes illustrate how to put the techniques into practice, and exercises at the end of each chapter help to reinforce the concepts.

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Customer Reviews

Most Helpful Customer Reviews
28 of 30 people found the following review helpful
Format:Paperback
Beginners:

I would like to start off by saying that if you are a complete beginner, then you have come to the right place. This book is amazing in its introduction of maths concepts to beginner 3D programmers. The way that the author has written this book means that you won't be left with gappy knowledge on this already complex subject. Beginners will come away from this book knowing a good deal of the 3D math necessary for a game today.

Advanced:

Advanced users will not find the book as rewarding as beginners but will definitly learn a few new tricks. I personally found that the little concepts I new in vectors was deeply clarified by the author

Negatives:

Lack of CD and unavailable code via the URL when I looked..Buy this NOW!

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14 of 15 people found the following review helpful
Format:Paperback
The authors of this book is a game programmer and a professor of Computer Science. This team is excellent!

The game programmer has alot of focus on making the material understandable, and the professor has focus on the mathematically correct semantics. Unlike other books, that teaches game programming (of which many have an author with his strength on either field), this book has the right blend of understandable text parred with the right mathematical semantics.

Furthermore the text is supported by code, so if you are shaky on some of the math, you can see the implementation in C++ code.

As a total math newbie, this book helped me alot, and today I understand totally and in detail what is going on in my 3D programming.

An ABSOLUTE MUST, if you want to learn 3D on top level.

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11 of 13 people found the following review helpful
Highly recommended 28 April 2005
Format:Paperback
I love this book, and it has payed off very well for me.
The author has a remarkable skill to explain even the most difficult subjects in a way that everyone understands. For example, The Cartesian coordinate system is abstracted to a system of roads.
However, this simplification is not an issue for intermediate/advanced programmers or math students. All topics are provided with formulas and concise material; making this book good for everyone.
Topics covered (but not limited to) vectors, coordination systems, dot-product, cross-product, quaternions, matrices, Auler-angles, bsp-trees, screen projection, culling, bounding-boxes (and a load of other intersection tests).

Still I missed something. The author(s) also covers gourad shading, texture mapping and several other techniques, but they don't go into depth. Different lighting models were given a formula at best, which fortunately is good enough for me. Just don't expect the book to be API-specific or contain information about rendering methods.
The source code which came with the book compiled, but looks awful and very messy. The source code works very well as a reference, but it you are buying the book mainly for the code; don't. I hope they'll update their source code from the webpage soon.

Conclusion: This is a very good book to start with. It contains all the linear algebra math you'll need to start with 3D-programming, and is explained remarkably well. Yet the simplification is nevertheless no con for non-beginners, which will probably use this book as a reference laying on their desktop at all times :-)

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Most Recent Customer Reviews
Patchy
As a person who's maths isn't amazing, I had high hopes for this book when reading the first few chapters: the book starts off too basic for even me! Read more
Published 21 months ago by Steven
OK in places, but not ideal
I bought this book while studying for a degree in Computer Games Technology, and certainly found it helpful in understanding some of the essential maths required for game... Read more
Published on 13 May 2010 by Peter Bloomfield
An excellent boost for game programmers and designers
Some reviewers of this book have said that this program is perfect for beginners. This is not quite the case. Read more
Published on 7 April 2009 by PG
Very good primer
Very good book, bearing in mind it is a primer. If you are at all a bit uncertain about maths, get this book and it will help you out with lots of clearly explained chapters. Read more
Published on 19 Feb 2009 by Arnold J Watermelon
I wouldn't use this as my primary book
I felt the first few chapters were really geared towards newcomers to 2D/3D Maths and so every topic in the earlier chapters were covered very slowly and in detail. Read more
Published on 27 May 2008 by Fame K
Not sure who would find this useful
Sure the book starts off with really really simple maths, using 1d and 2d maths for a springboard. It slowly eases into vector and matrix maths, all described fairly run of the... Read more
Published on 21 April 2008 by Mr. S. T. Foster
3D Maths for mathematicians
I bought this book thinking it would explain 3D maths to me, a programmer, but instead found it better suited to mathematicians who want to understand vectors and matrices. Read more
Published on 21 Aug 2007 by David A. Watson
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