3D Math Primer for Graphics and Game Development (Wordware Game Math Library)
3D Math Primer for Graphics and Game Development (Wordware Game Math Library)
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Manufacturer: Wordware Publishing, Inc.
Author: Fletcher Dunn
Binding: Paperback
Publication Date: 2002-06-25
Publisher: Wordware Publishing, Inc.
Label: Wordware Publishing, Inc.
Number Of Pages: 476 Features:
Editorial Review:
This book covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. Cached date: AWS Called=true You may also be interested in these products:
Good, with a few problems... 2008-09-11 I needed a book to recommend to a friend whose offspring is trying his hand at game programming and needed some introductory maths to get going.
I was pleasantly surprised by the quality of this book. The content, writing and layout are excellent and the level at which it deals with the various topics is just right. I also like much of their code and the implementation details which go with it. I can wholeheartedly recommend it for beginner developers.
The reason I didn't rate the book 100% is because there are a fair number of questionable opinions expressed by the writers. These are mostly based on their collective experience in game development and while I respect their expertise, I disagree with them on these points. A quick example. Their advice in Chapter 6, "Don't use information hiding" almost made me choke on my tea. The reasons they give for exposing their vector class data are simply bizarre. Encapsulation is one of the three pillars of object oriented development. This is not the place to discuss the dangers developers face by subverting this powerful idea, but I strongly urge beginner programmers to ignore the authors' advice on this point.
Despite these reservations, the book is a must-have for novice and intermediate programmers.
PS: I have now looked at the associated website gamemath.com. It contains solutions to exercises for Chapter 1 to 11 and a note "Other chapters coming soon...". The book was published in 2002. Not impressed at all!!!
GREAT BOOK! 2008-03-19 I picked up this book and within a week I was working on my own 3d engine. The explanations are very clear. This book is great for ANYONE. This is the book you are looking for!
Best Math book....period 2008-01-28 The greatest problem for a lot of us that want to be great programmers is that we're terrible mathematicians. And the greatest benefit of this book is that it explains it in a way anyone can understand it! I absolutely love this book. Before you even start to think about DirectX, OpenGL, whatever - you should read this book COVER TO COVER.
Gets you up to speed very quickly. 2007-12-30 This is a must read for anyone wanting to jump into 3D graphics programming, the book is full of content, full of useful source code, and very accessible to the average reader. 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 next chapter is much harder. It's not impossible to pick up, but there is a definite difference in difficulty.
READ THIS 2007-12-06 Hi, i am a college student at Bozeman, Montana, MSU. If you do not know, the computer science course in Montana (of all places) is in the highest Tier in the nation. (That means our school competes with MIT). I can tell that this book is great. Sure there are some funny things about it, but for the most part, everything is good in this book. I really like how much stuff is covered on matrices. Not everyone gets to take Matrix Theory (Linear algebra) so this book does a decent job of explaining matrices. And especially explaining Quaternions.