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Beginning Math and Physics for Game Programmers 51883rd Edition
- ISBN-100735713901
- ISBN-13978-0735713901
- Edition51883rd
- PublisherNew Riders Pub
- Publication dateJanuary 1, 2004
- LanguageEnglish
- Dimensions7.25 x 1.25 x 9 inches
- Print length500 pages
Editorial Reviews
From the Inside Flap
Bill Galbreath
Program Manager for Digital Media, Full Sail Real World Education
"There are several other books covering game-specific math and physics on the shelves. Those books focus on intermediate to advanced issues that might be too complex for those learning the basics. This book focuses on topics that are foundational in the area of math and physics that the other books tend to assume the reader already understands."
David Astle
Executive Producer, GameDev.net
"I could see myself using this book with my students when I'm doing introductory game design and programming. The content is well organized, lucidly presented, and written at a good level for students who lack the basic math and/or physics background."
Harvey Duff
Department Head[md]Computer Technology, Jasper Place High School, Edmonton, Alberta, Canada
"New developers and students in math/physics will find the topics covered a good start. The topics are covered quite comprehensively to make the book easy to pick up and read. The exercises and examples are also helpful tools."
Gianfranco Berardi
Computer Science Student, DePaul University
"This book is an excellent practical introduction to game math and physics. The author has an interesting visual approach to trigonometry and matrix arithmetic, which makes it an entertaining read. There s a good mix of theoretical insight (described in an unusually useful visual style) and practical advice."
Richard Jones
Director, Merjis Ltd.
About the Author
Wendy Stahler was the first course director of the Game Design and Development Program at Full Sail Real World Education in Orlando, Florida. During her six years at Full Sail, she concentrated much of her time toward developing the math and physics curriculum. Wendy is also an adjunct professor at Rollins College in the IT department, and just recently took on her next challenge of IT training in the corporate world. Wendy graduated from Rollins College earning an Honors B.A. in Mathematics with a concentration in Computer Science and an MA in Corporate Communication and Technology, graduating with honors.
Product details
- Publisher : New Riders Pub; 51883rd edition (January 1, 2004)
- Language : English
- Paperback : 500 pages
- ISBN-10 : 0735713901
- ISBN-13 : 978-0735713901
- Item Weight : 1.9 pounds
- Dimensions : 7.25 x 1.25 x 9 inches
- Best Sellers Rank: #1,124,128 in Books (See Top 100 in Books)
- #592 in Computer Programming Languages
- #715 in Physics (Books)
- #752 in Game Programming
- Customer Reviews:
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Stahler’s text covers all the basics for both 3D math and physics. Topics include: points and lines, geometry, trigonometry, vector and matrix math, transformations, unit conversions, motion, Newton’s laws, energy and momentum, collisions, and, finally, rotational motion. Clocking in at around 500 pages, there is enough space to delve into each area with adequate coverage. I found the explanations to be very clear and geared to novices. The author uses lines like: “The fancy name for moving objects in these directions is translation.” While advanced readers may feel somewhat patronized by the language, I actually think this is a great approach for beginners. 3D programming is not easy, but sometimes the arcane conventions used in more advanced books can be off-putting to people just getting started.
One thing I should note, I don’t typically test code samples or verify the accuracy of formulas while I’m progressing through the text. What I expect from the book is to gain a high-level conceptual understanding of the material in order to better grasp the subject matter. When it comes to the actual programming implementation, I will just use the book as a reference but usually find the formula online on Wikipedia or similar sites. I realize some people expect every code sample to work, but I’m not one of those people. It’s the concepts themselves that are important to learn and once you understand you should be able to know what to search for or even implement the code yourself.
One aspect I appreciated was that most of the concepts started with an explanation first in one dimension, then two, then three. This was especially helpful as it’s conceptually simple to understand something like motion in only 1 dimension and it gradually builds upon that. Some other books jump straight into higher dimensions right off the bat, and that may be difficult to some without prior knowledge. The author also provides ample diagrams, graphs, charts and sample code. She also makes effort to show unit conversions when needed, and emphasizes differences between easily confused units.
Wendy Stahler’s book is, however, somewhat dated being originally published in 2004. While the core material is still relevant, and hasn’t really changed much in those years, some of the samples are written for antique computer systems. For example, for one demo included on the CD-ROM she recommends that the “minimum system requirements for the program are a 700MHz processor, a graphics card with 8MB of memory, and 64MB of RAM.” Those specs would have been laughable even in 2004, when the book originally came out. However, it is humbling to consider my smart-watch has specs that would put the machine those demos were build for to shame.
Overall I enjoyed the book, even with the caveat the nearly all the material was a refresher for me. If you are already a professional game developer, then there probably won’t be much to learn here. I’ve been kind of on a binge of game math and physics books, so I figured I’d give this a shot. I also like to have material to recommend to people new to game development and I find it interesting to read books of different levels to get a broader perspective. If you are just starting out, this may be a nice resource to get your feet wet before graduating to the more complex, but much better math books out there.
However,
This book holds too many mistakes that confuses and misguide the reader. This is amateur and unacceptable for a basic math/physics operations book.
* Some of the solutions supplied by the book are flat out wrong.
* Some of the figures are disordered and cause great confusion.
* Some of the self assessment assignments are mixed up.
* A lot of editorial mistakes, such as saying the next example demonstrates addition while it really demonstrate subtraction.
* And more.
In addition, I would say it requires MUCH MORE self assessments exercises and challenges. The book simply does not challenge the reader enough. The questions are simple, easy and too few.
If possible, avoid this book. If not, try to look for a new edition that perhaps rectified all the mentioned above.
Too bad such an easy to access book is ridden with errors and mistakes.
I bought the Japanese version, in the bookstore.
Rigid considering the rotation. To confirm it. Build. Run. Video shooting of Monitor.
Looking at the step-by-step movement of the target ball frame by frame on the screen.
The movement of the target ball was able to be confirmed. The source code of the CDROM is beneficial.
The bad points? Glaring errors everywhere. For example, the question would ask you what A + B in the diagram is when the diagram only shows F + G. Another one, the diagram shows [7,2] and the questions ask you things concerning [7,3]. This was supposedly meant to be for beginners, but with glaring errors such as this all over, it makes it an obstacle such to get down to learning the basics.
It would have been a great book for beginners like me if I hadn't later figure out that those simple problems I was trying to solve were actually printing errors.
I'm on roughly chapter nine of the book and I have to warn everyone about a few things:
There are multiple errors in almost every chapter
Some of the self-assessment material is incorrect in the answer keys
Some programming examples are wrong
Very light mention of core material without examples
The exercises provide no solutions
I had to get this book for school so you can probably see why I'm a little frustrated. Here's what I did as should you if you know how to code or at least want to be able to check your answers:
For every type of question either write a program or find a program that will solve the equation for you. Mathway.com works well or Bagatrix software.
Take multiple tests on the material. I also used Bagatrix for this.
Use the Windows API to test your math and make sure it works in programs. Programs aren't wrong if you program them right :P
Compile their test code to make sure it's functional.
Find other books to confirm examples in this book.
Top reviews from other countries
You can probably find better materials on the internet if you don't feel comfortable with more advanced books yet. And if you still insist on using the book and are not good enough with C++ to spot the mistakes, at least skip the code from the book (some of those examples won't compile anyway and you will just be confused).
Can't believe this was a core reading book for a games programming module at my university.


