- 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 (View shipping rates and policies)
- Average Customer Review: 100 customer reviews
- Amazon Best Sellers Rank: #608,604 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
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.
con: sometimes they don't explain things well enough while other times they over explains things that seem obvious. the first three chapters of the book talks to you as if you have never taken math before. then when they come to explaining projections on to one vector on to another in chapter 5 they explains it as if I knew math very well. But, that was not a big deal, I just review my old algebra text books and went to YouTube for a better explanation.
I still gave it a 5 stars despite the cons because I have never seen another book for programming with math that was better than this one.
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.
As soon as you start reading, given the challenging nature of the subject, the book seems difficult to fully understand.
Overcome the obstacle of Chapter 5 the puzzle takes shape and everything becomes more clear.
Mathematics exposition Clear and Fine, Elegant and Clean the code that accompanies the book.
It is one of the most beautiful books ever written for the computer science, every programmer should read it ,at least once.
For really understanding many concepts and mathematics topics behind 3D graphics for games, this is the book you want. Forget those DirectX or OpenGL books; they may help you rapidly create a demo or game, but they will only scratch the surface of important topics that you'll need to be an effective game programmer with ANY platform or API.
The book is great, because it's written at an advanced enough level that it covers valuable and complex material, but not written so densely or with such intensive mathematical proofs that it becomes impossible to read.
The one disappointment is the book's website. It contains solutions to exercises for the first few chapters, and promises that additional answers are coming soon. I guess soon is a relative term, but it's been about five years since I bought the book and there's still no answers.
Once you've mastered the material in this book you'll have a great foundation for other classics like Lengyl's Mathematics for 3D Game Programming. That book is also great, but a little too dense for a beginning to intermediate level game developer.
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