Features
- Cover Type: Paperback with 476 pages
- Published by: Wordware Publishing, Inc. June 25, 2002
- Written in: English
- ISBN 10 Number: 1556229119
- ISBN 13 Number: 978-1556229114
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Book Dimensions:
9.2 x 7.5 x 1 inches
- Weighs: 1.7 pounds
Book Description
This book covers fundamental 3D math concepts that are especially useful for computer game developers and programmers.
Book Info
Covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. Illustrates how to put the techniques into practice, and exercises at the end of each chapter help reinforce the concepts. Softcover.
Reader Reviews
I bought Mathematics for 3D Game Programming & Computer Graphics and this book hoping to learn the basics of 3D for game development. I wanted a book to really help me to understand -not only know- the principles behind 3D development. I found that Mathematics for 3D Game Programming & Computer Graphics was a "copy and paste" of parts of a linear algebra textbook. It had the interesting parts for graphics developers, but it did nothing in terms of reaching / teaching the reader, explaining things and helping to smooth the learning curve. It was pure math. Well, 3D Math Primer for Graphics and Game Development it's just the opposite. It's clear, concise and mathematical rigorous, but at the same time it tries to reach the reader, explains the math of 3D graphics AND the reasons behind that math. Whenever possible it always gives you a graphic interpretation of what you are reading and if that's not possible, it gives you extra explanations. The authors know where the hard parts are and excel at helping you to understand them. Where most books give you a theorem and left you in your own (face it: most books) this one tries to help you to get a step beyond and understand the math and the workings of it. There is a clear feeling in all the book: usefulness. This book -in terms of smoothing the learning curve- is to current basic 3D math what Realtime Rendering is to current 3D algorithms and techniques. The bad: 1. It's very basic. Don't expect to go from 0 to 100 with this book. It will give you the basics, but you will need to continue. 2. It's not mean to give you full working code. The code examples are to illustrate how the concepts can be implemented in software, not to provide a full working library. To sum it up: a book to understand, not just "know" the math behind 3D math written in a clear and non-pretentious way.
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