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3D Math Primer for Graphics and Game Development

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Title: 3D Math Primer for Graphics and Game Development
by Fletcher Dunn, Ian Parberry, Dr Ian Parberry
ISBN: 1-55622-911-9
Publisher: Wordware Publishing
Pub. Date: 15 June, 2002
Format: Paperback
Volumes: 1
List Price(USD): $49.95
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Average Customer Rating: 4.41 (17 reviews)

Customer Reviews

Rating: 5
Summary: Very good book to get started with
Comment: The authors state early on that this book is intended as the first book an aspiring game programmer should read, and I would agree that for the most part it lives up to that goal. Many 3D game programming books include math primers covering a chapter or two, but really, 3D math is a huge topic deserving an entire volume. This book provides a great service, then, in that it thoroughly covers most of the basic topics that graphics programmers need to know, in a tutorial style that should be accessible to all beginners. Hopefully, we'll start to see more game programming books that focus on their core material and defer coverage of 3D math to books like this one rather than trying to pack unavoidably incomplete coverage into a few dozen pages.

So, what exactly does it cover? It starts off with a couple of chapters on coordinate systems, and then spends three chapters on vectors, followed by another three chapters on matrices and transformations. It then covers orientation, comparing matrix, Euler angle, and quaternion representations (including one of most clear explanations of quaternions that I've encountered), before diving into several chapters covering geometric primitives, including detailed coverage of working with triangle meshes.

The book closes with a chapter applying 3D math to graphics in areas such as lighting, fog, coordinates spaces, LOD, culling and clipping, and so on, and another chapter on visibility determination, touching on things like quad- and octrees, BSP trees, PVS, and portal techniques. The explanations in these chapters are much less complete, taking more of an overview approach. Others have criticized the book for this, but I feel that an overview is appropriate, since it then sets the stage for these topics to be covered in detail in other game programming books.

I'd definitely recommend this book to anyone just getting started with game and graphics programming.

Rating: 5
Summary: WOW
Comment: I bought this book with 'NO' experience in game programming or 3d math. I guess you could have called me a 'pre-beginner' if that says anything. I have tried to learn 3d programming from reading other books on this topic and found myself getting confused before finishing the first couple of pages. This book came to my house and I began reading chapter 1, before I knew it I was on chapter 5 (2 hours later) and knew a good bit about Vectors, Matrices, 3d Coordinate systems and the such. I have always been a firm believer in reference books to use as I learn rather than getting the step-by-step books. I am not one to read a book from front to back, but this book has really been an exception. I would recommend this book to ANYBODY who wants to learn 3d game programming. It is an easy read and really shows how easy the concepts are once you get the algorigthms down. I am now on chapter 10 and plan on reading more tonight. :) I can't wait to be done with it and start applying the code in this book... Thanks Fletcher Dunn!

Rating: 5
Summary: the best book on math now
Comment: this book assume your beginner in that filed .
authors covers alot of topics in math and its application in a clear style with pictures,examples and finally code !.
i recommend this book for beginners in game programming .

Ahmed Saleh , Computer Graphics Programmer .

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