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Math for 3D Game Programming and Computer Graphics (Charles River Media Game Development) [Hardcover]

Eric Lengyel
5.0 out of 5 stars  See all reviews (3 customer reviews)

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Mathematics for 3D Game Programming and Computer Graphics Mathematics for 3D Game Programming and Computer Graphics 5.0 out of 5 stars (3)
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Book Description

19 Dec 2001 1584500379 978-1584500377
This resource illustrates the mathematics that a game programmer would need to develop a professional-quality 3D engine. The book starts at a fairly basic level in each of several areas such as vector geometry, modern algebra, and physics, and then progresses to somewhat more advanced topics. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure "gaps" in the theory. The book discusses applications in the context of the OpenGL architecture. It assumes basic understanding of matrix algebra, trigonometry, and calculus, and concentrates on key math topics for programming game engines and computer graphics. Included are exercise sets which should allow the book to be used as a textbook. The book discusses applications in the context of the OpenGL architecture due to its cross-platform nature with references to certain 3D hardware such as the GeForce from Nvidia and the Radeon from ATI Presents mathematical theory and subsequently provides examples using practical applications.


Product details

  • Hardcover: 382 pages
  • Publisher: Charles River Media (19 Dec 2001)
  • Language: English
  • ISBN-10: 1584500379
  • ISBN-13: 978-1584500377
  • Product Dimensions: 23.6 x 19 x 2.6 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Bestsellers Rank: 1,065,066 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Inside This Book (Learn More)
First Sentence
Vectors are of fundamental importance in any 3D game engine. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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13 of 13 people found the following review helpful
5.0 out of 5 stars Excellent 8 Sep 2003
Format:Hardcover
This is an excellent book for those who have some mathematical experience. Proofs of the key theorems are given, and examples for the reader to work through, with answers at the back of the book. Descriptions are concise and to the point, with diagrams provided where needed. The first 3 chapters will be a useful reference to anyone studying vectors and matrices, not just to game developers. The rest of the book moves on to more specific areas of game programming such as collision detection and illumination. Finally the book ends with 3 excellent chapters on linear, rotational and fluid physics. The author states that some prior knowledge of vectors is required, but I think the first chapter is detailed enough for people with little or no experience to work through and understand. I would highly recommend this book for anyone with some experience of algebra and trigonometry.
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45 of 54 people found the following review helpful
5.0 out of 5 stars Must have reference for 3D game programmer 17 April 2002
By A Customer
Format:Hardcover
This book Rocks!!!. Buy this book now. This book explains math concepts in relation to game programming. Really good collection of math concepts. It even covers the physics (ie) implementing it through maths.
Its sad to see people struggle to write games. The problem lies in people not learning the math concepts first before delving into programming. In this regard this book is very good. It explains everything clearly.
But be warned though. The book is purely mathematical and it is like any math text book. But the concepts are easily illustrated with theorems and their proofs. All derivations are explained clearly and hence it provides clear understanding of the math concepts.
Though i knew many of the things before reading this book, it serves as a single reference for the math concepts. Granted, this book dosen't cover everything, no single book can do that, but it serves as a guide and a very good one at that. You should know atleast some math like calculus, basic algebra etc to achieve full benefit from this book
Overall this book is highly recommended for any 3d game programmer.
Buy this book NOW if you want to learn the concepts behind those amazing games and engines.
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2 of 3 people found the following review helpful
Format:Hardcover
OK, I don't work for River publishing, or whatever they are called, but I all I can say is I was immediately impressed with this book, and as you work through it the quality remains at the same high value.

Now that said if you want an easy reading book you can read in the bath then maybe this is not for you. But if you want something that is comprehensive and will be eternally useful then get this book. Any work in 3D requires you use vectors as it is the only sensible way. So you need to get fluent with the vector approach; although once you do you'll wonder how you ever managed 'the old way.' The book starts with a description of vectors, then moves on to matrices (not matrixes, please!). From these building blocks it then takes you on a journey that every 3D programmer needs to know.

As I said, you need to take it as a reasonable pace -- it is a maths book after all. But it is written in such a clear manner, and the layout is so damned good that you will enjoy reading it. Well at least I did; when you see how elegant some of the conclusions are (again thanks to vectors and matrices) you will be impressed.

Did I mention you must buy it? No? Well let me do that now. Go and buy it! I guaranteed you won't regret it. I always write the dates of when I buy books inside the front cover, habit I suppose. But looking at my copy I've just pulled it off the shelf (again!) and the date is 23/09/06 -- so after four and a half years I'm still using it. Cool or what?

All maths books should be like this!
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