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Customer Review

3 of 4 people found the following review helpful
3.0 out of 5 stars very intense, 22 Jun. 2003
By A Customer
This review is from: 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) (Hardcover)
There is no doubt that the author knows the topic of games programming - particularly the mathematics needed for game developement inside out. The author clearly loves maths and uses a very dry style to cover the topics. I found myself put off by the uneccessary use of PHD style maths notation. Having programmed games for a long time and understanding many of the concepts covered in this book, actually reading the book made me feel like a novice. I simply don't understand an awful lot of the material in the book, and it's mainly the notation and wording that is to blame. It's far too "mathematics lecture" based to be enjoyable. In my opinion, the mathematics needed for game development is simply not as hard as this book portrays.
Having said all that, the book is pretty thorough in the topics it covers..although too thorough in places. Just how many algorithms for finding a bounding sphere does a person need ??
The overall impression from this book is dissapointment. I was looking forward to reading about some of the topics in the contents table, but when I got to them it was very difficult to actually pick up anything useful that I could apply practically - which is strange as on the front cover it says it's a 'practical approach'. I think the author has definately got the style wrong - you don't need a phd in maths to program games, but this book makes it look as if you do. It would completely put off newbie game programmers. On the plus side, if you love maths and games, you'll love this book - but make sure you're damn good at maths - GCSE and A level won't cut it.
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