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Essential Mathematics for Games and Interactive Applications: A Programmer's Guide, Second Edition Hardcover – 27 Jun 2008

5.0 out of 5 stars 4 customer reviews

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Hardcover, 27 Jun 2008
£199.26 £142.53

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Product details

  • Hardcover: 704 pages
  • Publisher: CRC Press; 2 edition (27 Jun. 2008)
  • Language: English
  • ISBN-10: 0123742978
  • ISBN-13: 978-0123742971
  • Product Dimensions: 21.9 x 4.2 x 23.8 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Bestsellers Rank: 743,805 in Books (See Top 100 in Books)
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  • See Complete Table of Contents

Product description

Review

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

About the Author

James M. Van Verth is a founding member of Red Storm Entertainment, a division of Ubisoft, where he has been a lead engineer for nine years. For the past eight years he has also been a regular speaker at the Game Developers Conferences, teaching the all-day tutorial "Math for Game Programmers,” on which this book is based. He has a B.A. in mathematics and computer science from Dartmouth College and M.S. degrees in computer science from the State University of New York at Buffalo and the University of North Carolina at Chapel Hill.
Lars M. Bishop is an engineer in the Handheld Developer Technologies group at NVIDIA. Prior to joining NVIDIA, Lars was the Chief Technology Officer at Numerical Design Limited, leading the development of the Gamebryo3D cross-platform game engine. He received a BS in Math/Computer Science from Brown University and an MS in Computer Science from the University of North Carolina at Chapel Hill. His outside interests include photography, drumming, and playing bass guitar.

Customer Reviews

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Top Customer Reviews

Format: Hardcover
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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Format: Hardcover
This book contains all of the Mathematical techniques needed for graphics and game programming.

I haven't yet come across any maths needed in game programming that can't be found in this book.
Everything is explained thoroughly will diagrams and formulae provided.

The book start from a fairly simple level, and it would be possible to read it with very little background in maths.

Very simple code samples are given, and the CD that accompanies this book has various examples and exercises to help learn how to put the techniques to practical application.

I recommend this book for anybody serious about learning game programming.
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Format: Hardcover Verified Purchase
Very good and informative book, good delivery
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Format: Hardcover Verified Purchase
great
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Most Helpful Customer Reviews on Amazon.com (beta) (May include reviews from Early Reviewer Rewards Program)

Amazon.com: 3.7 out of 5 stars 19 reviews
3 of 3 people found the following review helpful
5.0 out of 5 stars Essential Math a good basis 5 May 2010
By J. Meschke - Published on Amazon.com
Format: Hardcover Verified Purchase
As a novice game programming hobbyist, I've written applications using the DirectX SDK to render 3D visuals without really understanding what's happening behind the scenes. Applying a transformation matrix to a model and illuminating it with a spotlight just seemed to be magic beyond my understanding. This book has delivered enough information to get a good foundation in the understanding of the mathematics involved to bring points and images into a visual representation to the screen while going even further to discuss collision detection, interpolation, and rigid body dynamics.

If the reader wanted to develop a 3D application on a platform with no native support or SDK, there's enough material in this book to give the reader a core background to develop a software solution. Even though portions of the graphics pipeline are automatically handled by an SDK or hardware, the concepts are presented so the reader is taken every step of the way.

The reader should know algebra (of course), trigonometry, and calculus if they want to get something out of it. A history of linear algebra also helps, but it isn't necessary since the chapter on matrices that goes over the essential operations. The later chapters on collision detection and physics start getting more math-heavy. Having previously read a couple other books in the Morgan Kaufmann series: Real Time Collision Detection and Game Physics, I was expecting the discussions to be very similar; however, the reader would only get a basic understanding of the topics and would greatly benefit from continuing their reading into the aforementioned books.

Overall, I enjoyed this book very much and it gets my approval for anyone wanting to get into game programming and 3D simulation. The author also provides many resources and accompanies the book with a CD of precompiled visual examples that should better solidify the user's understanding. As previously mentioned, Real Time Collision Detection and Game Physics make fantastic supplements to this book.
1 of 1 people found the following review helpful
5.0 out of 5 stars A Deep, Technical Manual for Games Developers 26 Dec. 2013
By RB - Published on Amazon.com
Format: Hardcover Verified Purchase
This is a textbook and is aptly mathematically intensive.
Most aspects of games programming are covered, along with lots of mathematical formulas.
If your math is a bit fuzzy, you may want to brush up before tackling this book.
Nevertheless, this book provides copious information for programmers who like to get their hands dirty.
Definitely recommended for die-hard games developers who want to understand every aspect of games programming.
1 of 1 people found the following review helpful
4.0 out of 5 stars Four Stars 6 Dec. 2014
By Krush - Published on Amazon.com
Format: Hardcover Verified Purchase
Good reference.
5.0 out of 5 stars Brilliant help with the basics .. 20 Dec. 2011
By seclorum - Published on Amazon.com
Format: Hardcover Verified Purchase
This book has, in the last few weeks, provided me with much inspiration for using mathematics properly in my games and development projects. With a few easy chapters, the authors propel the reader into a universe of interesting ways to use some of the basics of math, geometry, and physics, to entertain users and produce quality content.

I'm having a blast taking the ideas from this book and applying them to my own projects, and I encourage any games developer - or programmer with a simple interest in applied computing and mathematics - to read this book.
5.0 out of 5 stars Good overview, but not a beginner book. 22 May 2015
By S. Patel - Published on Amazon.com
Format: Hardcover Verified Purchase
If you already have a strong command over the mathematics and programming covered here this works as a decent overview. It is, from my examination, comparable to other texts in the field.
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