
Amazon Prime Free Trial
FREE Delivery is available to Prime members. To join, select "Try Amazon Prime and start saving today with FREE Delivery" below the Add to Cart button and confirm your Prime free trial.
Amazon Prime members enjoy:- Cardmembers earn 5% Back at Amazon.com with a Prime Credit Card.
- Unlimited FREE Prime delivery
- Streaming of thousands of movies and TV shows with limited ads on Prime Video.
- A Kindle book to borrow for free each month - with no due dates
- Listen to over 2 million songs and hundreds of playlists
Important: Your credit card will NOT be charged when you start your free trial or if you cancel during the trial period. If you're happy with Amazon Prime, do nothing. At the end of the free trial, your membership will automatically upgrade to a monthly membership.
Buy new:
$49.95$49.95
Ships from: Amazon.com Sold by: Amazon.com
Save with Used - Good
$38.97$38.97
$3.98 delivery December 26 - 27
Ships from: glenthebookseller Sold by: glenthebookseller
Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet, or computer - no Kindle device required.
Read instantly on your browser with Kindle for Web.
Using your mobile phone camera - scan the code below and download the Kindle app.
Foundations of Game Engine Development, Volume 1: Mathematics 1st Edition
Purchase options and add-ons
- ISBN-100985811749
- ISBN-13978-0985811747
- Edition1st
- Publication dateSeptember 11, 2016
- LanguageEnglish
- Dimensions7.5 x 0.47 x 9.25 inches
- Print length200 pages
Frequently bought together

Customers who viewed this item also viewed
Product details
- Publisher : Terathon Software LLC; 1st edition (September 11, 2016)
- Language : English
- Paperback : 200 pages
- ISBN-10 : 0985811749
- ISBN-13 : 978-0985811747
- Item Weight : 14.9 ounces
- Dimensions : 7.5 x 0.47 x 9.25 inches
- Best Sellers Rank: #74,447 in Books (See Top 100 in Books)
- #4 in Software Design & Engineering
- #23 in Professional
- #45 in Software Development (Books)
- Customer Reviews:
About the author

Eric Lengyel (Ph.D. computer science, M.S. mathematics) has been a game engine developer since the 1990s and has been writing about it almost as long. He spends most of his time working on the C4 Engine and the Slug Library, but sometimes takes a break to perform new research in geometric algebra. He lives in Lincoln, California.
Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonCustomers say
Customers find the book concise and well-written. They find the content excellent for learning math applied to computer graphics and game development. The book deepens their understanding and boosts their confidence in their math skills.
AI-generated from the text of customer reviews
Customers find this book concise and easy to read. It covers the basics in a well-written reference with great images and examples. The code examples are easy to follow along with, even for those who don't speak C++. The editing is good, making it accessible.
"...Well edited, easy to read, and easy to follow. I'm looking forward to the next volume...." Read more
"...I don't speak C++ but the code examples are fairly easy to follow along if you speak some sort of C-style language." Read more
"Excellent book!..." Read more
"Best compsci mathbook ever. The Grassmann and Clifford chapter changed my life. I wish i had something like this in engineering undergrad days." Read more
Customers find the book's math content excellent. They say it covers the basics of mathematics applied to computer graphics and game development. The book can be educational on multiple levels, introducing new concepts and deepening their understanding of things they already knew. It contains elementary linear math required for graphics, as well as practical geometric algebra. Code examples are used to clarify the math.
"...This is a great refresher if you're trying to understand 3d game engines...." Read more
"...It really boosted the confidence in my math skills and already it has greatly impacting my professional career...." Read more
"Excellent book on the basics of mathematics applied to computer graphics and game development...." Read more
"...there are always code examples to clarify the math. the inclusion of geometric/grassman algebra in a practical way makes it unique." Read more
Top reviews from the United States
There was a problem filtering reviews right now. Please try again later.
Update: I have read this book all the way through a couple times now and some sections I have read repeatedly.
Over those readings I have come up with some good and not so good points about the book so here they are...in no particular order...
The good:
1) This book is like a Lego set for 3D math. It starts with some basic pieces, then uses those pieces to build interesting 3D math parts, then uses those large pieces to build even more exotic math. Then it breaks them all down, and puts them back together to build Grassman/geometric algebra.
2) The book can be educational on multiple levels, meaning that on first glance it is introducing basic stuff that you see in every book, but upon rereading I found an entire new level of detail that I missed on the first pass that aided insights to the underlying topics.
3) All the stuff in the original review below.
update...the books official website now has errata (thank you)
Not so good:
1) Some of the questions in the exercises refer to material that hasn't been introduced yet. Like question 7 in chapter one refer's to planes which aren't introduced until chapter 3. There are a few place in the book this happens. Not that big a deal but still...
2) The book doesn't introduce things like converting a projection to a matrix, instead it is left as an exercise, but later in the book it uses the answer to that exercise like it was introduced. There a handful of places where the expertly crafted dialog that builds between the author and the reader break down because things like this.
No matter how you slice it, this is still a 5 star book.
Original review:
Well edited, easy to read, and easy to follow. I'm looking forward to the next volume. This is the kind of book that keeps me passionate about computer graphics by presenting current up to date material without a bunch of redundancy. It also offers a tantalizing look into grassman/geometric algebra complete with enough implementation details to start putting the theory to use. I'm hoping the author will continue to explore this area in the other volumes of the book. (using the wedge operator with sphere's in particular) If there is anything I didn't really care for its that I felt like I was being led somewhere with the overall structure of the book and the code listings that it includes. But at the end of the book it seemed like some of these ideas were either just dropped or left up to the reader to conjure from the tables. The author recommends reading chapter 3 for experienced readers, but I would suggest starting in chapter 2, if you start falling asleep go to chapter 3 if you are lost go back to chapter 1, if chapter 1 is confusing then...segmentation fault, core dumped
There are a few sections that I thought were too hard. Sometimes a conclusion is given but I wasn't able to work out the proof with the things I was taught. So in addition I spent quite a lot of time digging through study material on the web from other sources to teach me enough to do it. Those brain-wreckers are perhaps a weakness to the book, but if you refuse to give up it does make the lessons stick a lot better.
I did however give up the second halve of questions provided at the end of chapter 3. I couldn't understand the answers in the solution guide no matter how much I learned and I felt it wasn't very fruitful to do so. It's the set of questions about Plücker coordinates. The tools handed in chapter 4 give a better intuition to the problems, so I recommend revisiting those questions after you finished the book.
I've ordered part 2 and can't wait for 3 and 4 to release.
This book teaches you some math that none of my colleagues knew about, and that includes 2 people with a PhD in Mathematics. I assure you though, knowing this is a tool in your belt that gives you an advantage that you won't easily forget about.
Looking forward to more volumes in this series.
Wonderful print with great images and well taken example. Love it !
Top reviews from other countries
5.0 out of 5 stars Good book!
5.0 out of 5 stars Great for practitioners
I suspect an aspiring game developer would get fatigued quickly by this book. It would not make a good introduction to the math involved in games. This is a great book for people who regularly *use* vector math, but want to really *understand* it at a deeper level.







