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3D Math Primer For Graphics and Game Development (Wordware Game Math Library) 1st Edition
- ISBN-101556229119
- ISBN-13978-1556229114
- Edition1st
- PublisherJones & Bartlett Learning
- Publication dateJune 21, 2002
- LanguageEnglish
- Dimensions7.25 x 1.5 x 9 inches
- Print length429 pages
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About the Author
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.
Product details
- Publisher : Jones & Bartlett Learning; 1st edition (June 21, 2002)
- Language : English
- Paperback : 429 pages
- ISBN-10 : 1556229119
- ISBN-13 : 978-1556229114
- Item Weight : 1.65 pounds
- Dimensions : 7.25 x 1.5 x 9 inches
- Best Sellers Rank: #1,106,231 in Books (See Top 100 in Books)
- #236 in Game Theory (Books)
- #4,589 in Internet & Social Media
- #8,294 in Computer Programming (Books)
- Customer Reviews:
About the authors

Discover more of the author’s books, see similar authors, read book recommendations and more.

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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Learn more how customers reviews work on AmazonCustomers say
Customers find the book clear, concise, and accessible to the average reader. They also say it's a great foundational book that provides good references at the end. Opinions are mixed on the learning curve, with some finding it the best intro to 3D math, while others say it seems difficult to fully understand.
AI-generated from the text of customer reviews
Customers find the book clear and concise. They appreciate the explanations and presentation of knowledge. Readers also say it's accessible to the average reader, written at an advanced level, and shows how easy the concepts are. They mention it has easy-flowing text and background information on graphics. Overall, they say the book is highly readable and puts all the concepts in one well organized place.
"...Finally, it looks like I found a winner. The authors alone write with such confidence that just declares how well they understand the topic matter,..." Read more
"...what I like about this book is that it explains everything first in fairly simple mathematical terms, deriving equations and proofs as it goes,..." Read more
"...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..." Read more
"...It is not a all encompassing reference but does a good job explaining and building on the basics. Exactly what I needed." Read more
Customers find the content great, foundational, and highly readable. They appreciate the good references at the end. Readers also mention the exposition is clear, elegant, and clean.
"...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..." Read more
"...It gives some good book references at the end if you are interested in books further.It was a great foundational book in my opinion." Read more
"...My overall impression is that this is a good book and you will learn from it; however, I do have suggestions...." Read more
"...year but from what I could digest from the sample pages I read it is very good...." Read more
Customers have mixed opinions about the learning curve of the book. Some mention it's the best introduction to 3D math and provides a great foundation for 3D game programming. However, others say the book seems difficult to fully understand and needs more interactive lessons.
"...The majority of the material is conceptual. This is not a coding book from which you can pull easy answers...." Read more
"...The only gripe I would have is that there is a steep learning curve a few chapters in, once you finish writing the vector class the content in the..." Read more
"...it's written at an advanced enough level that it covers valuable and complex material, but not written so densely or with such intensive..." Read more
"...One up-side to this book is that it does contain C++ examples of the theories explained...." Read more
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Top reviews
Top reviews from the United States
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I can't even begin to imagine how useful this text would be to high school students. I mean, to be exposed to this material before going to college can only be awesome. They have some basic knowledge of Linear Algebra before even dreaming to taking such a course? Nothing beats that! Well, maybe grabbing a real, fully fledged Lineal Algebra textbook like Grossman's, but nothing beats the fun of knowing you are reading a video game/3D graphics book!!!
Furthermore, I read Frank D. Luna's brilliant Introduction to 3D Game Programming in DirectX 9.0c: A Shader Approach, and had no problem what so ever. I even skipped the "Mathematical Prerequisites" part. THAT's how good this books is!!!
There's Dover Book for Ordinary Differential Equations, Grossman for Linear Algebra, Larson for Calculus, Sears-Zemansky for Physics, and there is Fletcher Dunn & Ian Parberry's for an introduction to 3D Math...
My only disappointment with this book is that it lacks the answers for one third of the exercises. Oh, and there are a few typo's here and there, buy honestly, what book really doesn't? (Most of the errata is published anyways in the book's site: [...]). I also want to leave this clear one more time: the book is basic in kwoledge, where it excells is in the very clear presentation of that knowledge.
3D Math Primer for Graphics and Game Development was my last hope. By reviewing the table of contents, it appeared to be aimed again towards those that were confident in the rudimentary concepts needed to understand and undertake 3D math. Yet, with nothing to lose, I downloaded the Kindle sample and was relieved that this was not the case. While there is only a short Appendix that reviews trig and related prerequisite concepts, the tone and approach the authors use to guide the reader is so incredibly friendly to those who may lack confidence in math. After completing the sample chapter, which covered the basics of the, 2D and 3D Cartesian system, I couldn't believe how easy it was to read and how well I was retaining the information, actually understanding every word that glowed off my iPad. Finally, it looks like I found a winner. The authors alone write with such confidence that just declares how well they understand the topic matter, and that they know, better than anyone, how to teach this material to virtually anyone of any skill level.
It's probably best if you are confident in at least trigonometry and basic algebra before reading. If you need to go over these concepts quickly, go to [...] and view the trigonometry videos. After you have your trig refreshed, dive into this book and you'll be sure to be ready to tackle any game or graphics related programming problem with confidence.
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!
Top reviews from other countries
Ich bin selber in Mathe ziemlich schwach, aber das Buch schafft es die Vektoren, Matrizien und sogar Quaternions so verständlich zu erklären, dass man dann die Ideen selber implementieren kann.
Die Code-Beispiele sind in C++, aber es ist ein Leichtes sie nach z.B. JavaScript zu portieren.
Die beiden Autoren kommen von verschiedenen Umfeldern; der eine ist ein Profi-Spiele-Programmierer, der andere ein Uni-Professor. Das ist eine gute Kombination, sodass die komplizierte 3D-Theorie und die Praxis der Implementierung des Codes wirklich außerordentlich gut und verständlich erklärt werden.
So konnte ich z.B. einfach das Beispiel aus dem Buch abtippen wie man eulersche Winkel in die Quaternions konvertiert. Oder wie man zwischen zwei Quaternions interpoliert - sehr praktische Sachen für die 3D-Spiele.
The game programmer has alot of focus on making the material understandable, and the professor has focus on the mathematically correct semantics. Unlike other books, that teaches game programming (of which many have an author with his strength on either field), this book has the right blend of understandable text parred with the right mathematical semantics.
Furthermore the text is supported by code, so if you are shaky on some of the math, you can see the implementation in C++ code.
As a total math newbie, this book helped me alot, and today I understand totally and in detail what is going on in my 3D programming.
An ABSOLUTE MUST, if you want to learn 3D on top level.
All in all - the book holds what it promises.



