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Mathematics for 3D Game Programming and Computer Graphics

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Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRA Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.


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Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRA Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.

30 review for Mathematics for 3D Game Programming and Computer Graphics

  1. 4 out of 5

    Dave Yu

    Excellent reference for 3D math. Most of the math in the book focuses on applications in real-time graphics and gameplay (there are sections on collision detection and physics). This, along with Real Time Rendering by Akenine-Moller and Haines and Real Time Collision Detection by Ericson are probably the best modern references for gameplay/graphics/physics math.

  2. 4 out of 5

    Taneli

    A definite must read for anyone interested in 3D programming. First chapters discuss the basic mathematical concepts used in the rest of the book in detail. Rest of the chapters are dedicated to discussing how these concepts are used in rendering and physics calculations.

  3. 4 out of 5

    Lorenzo Marsicano

    I've skipped some part of it, but it was an awesome resource to get back into some trigonometry and linear algebra with some practical application to 3D graphic programming. I've skipped some part of it, but it was an awesome resource to get back into some trigonometry and linear algebra with some practical application to 3D graphic programming.

  4. 4 out of 5

    Exo

    A good reference. That's about it. It's very "cut and paste theorems from wikipedia" styled and rarely has worked examples. A lot of content, but lacks the experienced narrative voice (not an attack on Lengyel, it just tends to lack depth. Lengyel is experienced, by all means, yes). It really isn't a bad book, but I, personally, learn by example. A good reference. That's about it. It's very "cut and paste theorems from wikipedia" styled and rarely has worked examples. A lot of content, but lacks the experienced narrative voice (not an attack on Lengyel, it just tends to lack depth. Lengyel is experienced, by all means, yes). It really isn't a bad book, but I, personally, learn by example.

  5. 5 out of 5

    Samson

    Very good book

  6. 4 out of 5

    Admir

    I use it as a good reference book. It covers almost every topic of mathematics in game development.

  7. 4 out of 5

    Adam

    Amazing book, a really great introduction to the 3D math world of computer game programming.

  8. 4 out of 5

    Keith Bugeja

  9. 4 out of 5

    Jordan Knott

  10. 5 out of 5

    Lucía Báez

  11. 4 out of 5

    Robert Fletcher

  12. 4 out of 5

    Benya

  13. 4 out of 5

    Kandee

  14. 5 out of 5

    Himanshu

  15. 4 out of 5

    B

  16. 4 out of 5

    Dmitry Chepuryshkin

  17. 4 out of 5

    ion2

  18. 4 out of 5

    Dominik

  19. 5 out of 5

    Stockfish

  20. 4 out of 5

    Tõnis Pihlakas

  21. 4 out of 5

    Loutre Julien

  22. 4 out of 5

    Brandon

  23. 4 out of 5

    Parausanu Emanuel-Liviu

  24. 4 out of 5

    Darrell Paul

  25. 5 out of 5

    Nazam

  26. 5 out of 5

    Ian

  27. 5 out of 5

    Joshua Clark

  28. 5 out of 5

    Adam

  29. 5 out of 5

    Vlad

  30. 4 out of 5

    Keath

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