- 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)
- See Complete Table of Contents
Essential Mathematics for Games and Interactive Applications: A Programmer's Guide, Second Edition Hardcover – 27 Jun 2008
There is a newer edition of this item:
Customers who viewed this item also viewed
What other items do customers buy after viewing this item?
Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter your mobile phone number.
If you are a seller for this product, would you like to suggest updates through seller support?
"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.
Top Customer Reviews
I'm reading this book front to back, but it shines as a reference manual.
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.
Most Helpful Customer Reviews on Amazon.com (beta) (May include reviews from Early Reviewer Rewards Program)
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.
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.
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.
Look for similar items by category
- Books > Art, Architecture & Photography > Design Studies > Graphic Design
- Books > Computing & Internet > PC & Video Games
- Books > Computing & Internet > Programming > Games
- Books > Computing & Internet > Programming > Graphics & Multimedia
- Books > Computing & Internet > Software & Graphics > Graphics & Multimedia > Image Manipulation & Creation
- Books > Science & Nature > Mathematics > Applied Mathematics
- Books > Science & Nature > Popular Science > Maths
- Books > Scientific, Technical & Medical > Mathematics