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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!
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.
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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