- Hardcover: 704 pages
- Publisher: Morgan Kaufmann; 2nd edition (May 19, 2008)
- Language: English
- ISBN-10: 0123742978
- ISBN-13: 978-0123742971
- Product Dimensions: 8.6 x 1.7 x 9.4 inches
- Shipping Weight: 3.1 pounds
- Average Customer Review: 19 customer reviews
- Amazon Best Sellers Rank: #1,057,707 in Books (See Top 100 in Books)
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Essential Mathematics for Games and Interactive Applications: A Programmer's Guide, Second Edition 2nd Edition
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"It's the book with all the math you need for games." -Neil Kirby, Researcher, Alcatel-Lucent
From the authors' popular courses at Game Developers Conferences --This text refers to an out of print or unavailable edition of this title.
Top customer reviews
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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.
However, you do not, as the CD-ROM that is included with hardcover is not included with the kindle edition. This is an issue, when for instance, you look up line segment to line segment, and find out that source code isn't listed in the book to save space. This doesn't make the book worthless, but it makes it pretty worthless.
If you are thinking about getting the Kindle edition - don't. Get the hardcover edition instead.
Much of the book is like this. Though perhaps with concepts more readily apparent than quaternions. Ideas drawn from three dimensional analysis. But with topics that are not typically in maths courses, relating specifically to graphical displays. Like different types of tesselations, different shaders and texture maps.
Some physics also shows up in the book. Often related to ray tracing and approximating the effects of light on a surface.
Nothing too hard, despite some remarks by other reviewers. The really advanced and specialised material, like applying Monte Carlo methods, has been omitted. This is essentially a basic text. You should have mastery of this material to do useful contributions in graphics.
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.