- Series: Wordware Game Math Library
- Paperback: 429 pages
- Publisher: Jones & Bartlett Learning; 1 edition (June 21, 2002)
- Language: English
- ISBN-10: 1556229119
- ISBN-13: 978-1556229114
- Product Dimensions: 7.6 x 0.9 x 9.3 inches
- Shipping Weight: 1.5 pounds
- Average Customer Review: 100 customer reviews
- Amazon Best Sellers Rank: #591,026 in Books (See Top 100 in Books)
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3D Math Primer For Graphics and Game Development (Wordware Game Math Library) 1st Edition
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About the Author
Fletcher Dunn is the principal programmer at Terminal Reality, where he has worked on Nocturne and 4x4 Evolution and is currently lead programmer for BloodRayne. He has developed games for Windows, Mac, Dreamcast, Playstation II, Xbox, and GameCube.
Ian Parberry is a professor of computer science at the University of North Texas and is internationally recognized as one of the top academics teaching computer game programming with DirectX. He is also the author of Learn Computer Game Programming with DirectX 7.0 and Introduction to Computer Game Programming with DirectX 8.0.
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Top customer reviews
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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.
The concepts are clearly explained and the writer has a nice conversational style that does not become too chatty. He quickly moves to the meat of the subject and each concept builds on the previous for greater understanding. The book was not nearly as tedious as I feared it would be and I actually found my self becoming absorbed in the material.
This book is exactly what it claims to be; a primer in 3D math. It is not a all encompassing reference but does a good job explaining and building on the basics. Exactly what I needed.
I don't want to kid anyone though, this material is complicated, and if you struggle with math, or don't have a math background (some advanced high school classes or college math) then you may find this book a bit much.
One up-side to this book is that it does contain C++ examples of the theories explained. I would recommend a beginner's level understand of algebra before opening though.
The book assumes no prior knowledge of linear algebra, and teaches you from the ground up the critical concepts behind 3d engines. At the end of the book, I was able to write my own software engine implementing many of the concepts talked about in the text, having absolutely no prior knowledge of any of the concepts before.
Knowledge of the concepts presented in this book are absolutely critical to you being able to understand and use graphics apis such as direct x. This book will demystify what goes on inside a 3d engine, and will clearly detail to you the steps required to render a scene. Of course, it can't teach you everything, but by the time you have read it you will have a good working knowledge of what it takes to write a decent 3d engine. Definately worth it - you've got to know this material eventually, and this book is a good choice.
Anyway, what I like about this book is that it explains everything first in fairly simple mathematical terms, deriving equations and proofs as it goes, and then illustrates to you visually exactly what is happening.
The majority of the material is conceptual. This is not a coding book from which you can pull easy answers. The code samples are in C++ and are confined to a few special chapters, and are really included as a programmatic interpretation of those concepts.
If you're already a CG pro, don't bother. You probably know all the info herein from the top of your head, as well as having one of those other "bibles" on your desk! But for a RAD programmer who needs a quick handle on some of the underlying concepts, this is the book!
Thanks Fletcher & Ian!
Most recent customer reviews
I'm not a game developer but I did need to "refresh" my knowledge of matrices for a graphics application.Read more