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

by Eric Lengyel (Author)
5.0 out of 5 stars  See all reviews (2 customer reviews)

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Product details

  • Hardcover: 382 pages
  • Publisher: Charles River Media; illustrated edition edition (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 (2 customer reviews)
  • Amazon.co.uk Sales Rank: 646,704 in Books (See Bestsellers in Books)

    Popular in these categories:

    #12 in  Books > Computing & Internet > PC & Video Games > Programming > Maths & Physics
    #46 in  Books > Computing & Internet > Programming > Graphics & Multimedia > Graphics
    #88 in  Books > Computing & Internet > Programming > Graphics & Multimedia > 3D Programming
  • See Complete Table of Contents

Product Description

Product Description

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.

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Customer Reviews

2 Reviews
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Average Customer Review
5.0 out of 5 stars (2 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
10 of 10 people found the following review helpful:
5.0 out of 5 stars Excellent, 8 Sep 2003
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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44 of 52 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
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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