What was (and is) the central chapter of the book is now way too hard to read for a beginner.
This book covers advanced math techniques for the professional game programmer with a college math/engineering/science background.
For people who are interested in programming computers and designing games, this book is an ideal reference tool.
As many others reviewers have noted, this book requires a high level of mathematical maturity. I would recommend at LEAST 3 semesters of calculus and a solid understanding of... Read morePublished 4 months ago by Eli
On the positive side, this book does not shy from the math behind rigid body physics -- and more, such as fluid dynamics. Read morePublished 5 months ago by Luke
You should be up on your calculus for this book as other reviewers indicated but there are sections which present linear algebra adequately and approximate solution methods to... Read morePublished 6 months ago by Paul A. Bonyak
I have mixed feelings about this book. One one hand, it has everything you need to know about physics. That's a good thing. Read morePublished 10 months ago by Lou
The book contains so much information. As an engineer, I was surprised to see how much "real" physics there was in the book. Read morePublished 11 months ago by Amazon Customer
The kindle version of this book is missing the cover page and the table of contents. TOC is kind of handy when reading a book.Published 12 months ago by wm
I'm a game programmer with hard mathematical background(4 calculus courses(including calculus on several variables), 2 courses on linear algebra, groups, rings and ordinary... Read morePublished on June 18, 2012 by Luis Enrique Vargas
This is a book that is primarily pages and pages of math, mostly complex. I suppose that's largely to be expected, as what is this branch of physics but primarily equations? Read morePublished on February 6, 2011 by T. Burket