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Essential Mathematics for Games and Interactive Applications: A Programmer's Guide
 
 

Essential Mathematics for Games and Interactive Applications: A Programmer's Guide (Hardcover)

by Van Verth (Author)
5.0 out of 5 stars  See all reviews (1 customer review)
RRP: £35.99
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Essential Mathematics for Games and Interactive Applications: A Programmer's Guide + Real-time Rendering + Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3D Technology)
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Product details

  • Hardcover: 704 pages
  • Publisher: Morgan Kaufmann; 2 edition (27 Jun 2008)
  • Language English
  • ISBN-10: 0123742978
  • ISBN-13: 978-0123742971
  • Product Dimensions: 23.4 x 19.6 x 4.3 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon.co.uk Sales Rank: 168,480 in Books (See Bestsellers in Books)

    Popular in these categories:

    #2 in  Books > Computing & Internet > PC & Video Games > Programming > Maths & Physics
    #21 in  Books > Computing & Internet > PC & Video Games > Programming > New to Games Programming
    #88 in  Books > Computing & Internet > Programming > Games
  • See Complete Table of Contents

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Product Description

Review

"It's the book with all the math you need for games." - Neil Kirby, Researcher, Alcatel-Lucent

------
1st edition:
"Even though I've worked with these systems for years,this book showed me new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful - it gives them a solid background in pretty much every area they need to understand." - Peter Lipson, Toys for Bob, Inc.
1st edition quote


Product Description

Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout.

The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness.

The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction. There is also an associated website with updates and code patches, and PowerPoint slides from presentations.





--Simple game engine with math, rendering, and input libraries on the CD-ROM, so that game developers can immediately start applying the techniques they learn in a basic codebase.
--Exercises on the CD-ROM for educators to use for course material
--Code samples shown throughout the book for real-world application

Inside This Book (Learn More)
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Front Cover | Copyright | Table of Contents | Excerpt | Index
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Essential Mathematics for Games and Interactive Applications: A Programmer's Guide
78% buy the item featured on this page:
Essential Mathematics for Games and Interactive Applications: A Programmer's Guide 5.0 out of 5 stars (1)
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2 of 2 people found the following review helpful:
5.0 out of 5 stars A spectacular reference for the CG world., 16 Feb 2009
By C. Bamber "cbamber85" (Yorkshire, UK) - See all my reviews
(REAL NAME)   
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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