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3D Math Primer for Graphics and Game Development 2nd Edition
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- ISBN-101568817231
- ISBN-13978-1568817231
- Edition2nd
- PublisherA K Peters/CRC Press
- Publication dateNovember 2, 2011
- LanguageEnglish
- Dimensions7.8 x 1.5 x 9.4 inches
- Print length846 pages
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Editorial Reviews
Review
"With solid theory and references, along with practical advice borne from decades of experience, all presented in an informal and demystifying style, Dunn & Parberry provide an accessible and useful approach to the key mathematical operations needed in 3D computer graphics."
―Eric Haines, author of Real-Time Rendering"The book describes the mathematics involved in game development in a very clear and easy to understand way, layered on the practical background of years of game engine programming experience."
―Wolfgang Engel, editor of GPU Pro
About the Author
Fletcher Dunn has been programming video games professionally since 1996. He served as principle programmer at Terminal Reality in Dallas, where he was one of the architects of the Infernal engine and lead programmer on BloodRayne. He was a technical director for the Walt Disney Company at Wideload Games in Chicago, where he was the lead programmer for Disney Guilty Party, which won IGN's Family Game of the Year at E3 2010. He is currently a developer at Valve Software in Bellevue, Washington.
Ian Parberry is a professor in the Department of Computer Science and Engineering at the University of North Texas. Dr. Parberry has more than a quarter century of experience in research and teaching and is nationally known as one of the pioneers of game programming in higher education.
Product details
- Publisher : A K Peters/CRC Press; 2nd edition (November 2, 2011)
- Language : English
- Hardcover : 846 pages
- ISBN-10 : 1568817231
- ISBN-13 : 978-1568817231
- Item Weight : 4.2 pounds
- Dimensions : 7.8 x 1.5 x 9.4 inches
- Best Sellers Rank: #340,728 in Books (See Top 100 in Books)
- #27 in 3D Graphic Design
- #139 in Math Games
- #184 in Game Programming
- Customer Reviews:
About the author

Fletcher Dunn has been making video games professionally since 1996. He worked at Terminal Reality in Dallas, where as principal programmer he was one of the architects of the Infernal engine and lead programmer on BloodRayne. He was a technical director for The Walt Disney Company at Wideload Games in Chicago and the lead programmer for Disney Guilty Party, IGN's E3 2010 Family Game of the Year.
He has worked for Valve Software in Bellevue, Washington since 2011 and has contributed to Steam and all of Valve's recent games. He is the primary author of the GameNetworkingSockets networking library and the Steam Datagram Relay service
Oh, but his biggest claim to fame by *far* is as the namesake of Corporal Dunn from Call of Duty: Modern Warfare 2.
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Reviewed in the United States on February 13, 2019
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Reviewed in the United States 🇺🇸 on February 13, 2019








I'm not a game developer but I did need to "refresh" my knowledge of matrices for a graphics application. When I was taught them in college it was pure mathematics and not applied mathematics. Frankly, they made little sense and since we did not have computers they were VERY tedious to manipulate, it was forty years ago. The chapters on Matrices and Determinants step one through the geometric interpretation of these devices in a very effective way.
I have re-covered the book so I don't have to look at the silly cartoon characters.

Reviewed in the United States 🇺🇸 on April 22, 2016
I'm not a game developer but I did need to "refresh" my knowledge of matrices for a graphics application. When I was taught them in college it was pure mathematics and not applied mathematics. Frankly, they made little sense and since we did not have computers they were VERY tedious to manipulate, it was forty years ago. The chapters on Matrices and Determinants step one through the geometric interpretation of these devices in a very effective way.
I have re-covered the book so I don't have to look at the silly cartoon characters.

This book on the other hand presents the material using practical application, without losing the abstract principles that are traditionally taught in a math class. Having never taken college level calculus or linear algebra, I find this book an amazing resource for self teaching, and I highly recommend it to anyone dedicated enough to teach themselves.
Top reviews from other countries

I’m a bit of a mathematical dunce, but so far I can mostly follow along. I may need to re-read a few times and supplement with other sources from time to time, but I’m feeling smarter already.
The physical product on the other hand... What’s with the print layout? The inner page gutter is practically non-existent, the words of every page get lost in the crevasse where the pages meet the binding!! (I believe it’s called the valley or gutter)..
And yet, there is a good two inches of white space on the outer edge of the page that could have been used more effectively.
I had planned to return this, but it seems all current prints of this book are equally affected.
I can purchase the book as “print on demand” from the UK supplier, but it’s a good £40 more expensive to do so.
My options are...
A) return it and pay well over the odds for a copy that isn’t defective...
B) return it and buy a digital copy (that’s a whole other story)
C) keep it, and live with it.
CRC Press have really dropped the ball on a number of publications lately, I dislike the idea of rewarding them for a poor quality reproduction .. but I guess that’s where we are.
Super kudos to the authors though - a fantastic work, and super friendly at that.


Reviewed in the United Kingdom 🇬🇧 on January 31, 2021
I’m a bit of a mathematical dunce, but so far I can mostly follow along. I may need to re-read a few times and supplement with other sources from time to time, but I’m feeling smarter already.
The physical product on the other hand... What’s with the print layout? The inner page gutter is practically non-existent, the words of every page get lost in the crevasse where the pages meet the binding!! (I believe it’s called the valley or gutter)..
And yet, there is a good two inches of white space on the outer edge of the page that could have been used more effectively.
I had planned to return this, but it seems all current prints of this book are equally affected.
I can purchase the book as “print on demand” from the UK supplier, but it’s a good £40 more expensive to do so.
My options are...
A) return it and pay well over the odds for a copy that isn’t defective...
B) return it and buy a digital copy (that’s a whole other story)
C) keep it, and live with it.
CRC Press have really dropped the ball on a number of publications lately, I dislike the idea of rewarding them for a poor quality reproduction .. but I guess that’s where we are.
Super kudos to the authors though - a fantastic work, and super friendly at that.






Não precisa ser um "expert" em matemática para ler essa obra. Basta um pouco de paciência e força de vontade para entender determinados tópicos.
Anterior a esse livro, estava preocupado em aprender API Gráfica (OpenGL), mas sempre esbarrava na matemática necessária, eu me perdia e fica desmotivado em continuar os estudos. Esse livro tem me ajudado a entender os conceitos que antes eram totalmente nebulosos.
Recomendo para aqueles que desejam não somente copiar e colar códigos de tutorias por aí, mas sim, entender o que cada um deles faz.
Lembrando que esse livro não contém código algum para você escrever um game, na verdade, o ponto do livro é te preparar para entender fórmulas e conceitos matemáticos indispensáveis na construção de um jogo.