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#Actualmaxgpgpu

Posted 04 March 2013 - 06:48 PM

Don't get the same book for "math" and "physics"... that's not very effective.  There's just too much to cover to expect a single book to do a good job.  For the physics part, I suggest "Game Physics Engine Development" as being easier to consume, highly practical, but less theoretical than the Eberly alternative.  Make sure you get the most recent edition (by Ian Millington, published 2010 July 23).

 

Which is the best math book for 3D graphics is more difficult to choose, but you've got some good suggestions already.

 

For "collision detection" I'd suggest you buy "Real Time Rendering", even though collision-detection is only one of many topics in this fabulous book.

 

Also, here is the single best resource to get you started on "narrow phase collision detection": https://mollyrocket.com/849 .  After you watch the video, wander through the forum.  This is a great resource.  If you decide to implement GJK for narrow-phase and/or sweep-and-prune for broad-phase and/or need to perform collision-detection on arbitrarily irregular "concave objects", you can contact me for more detailed conversations.


#2maxgpgpu

Posted 04 March 2013 - 06:43 PM

Don't get the same book for "math" and "physics"... that's not very effective.  There's just too much to cover to expect a single book to do a good job.  For the physics part, I suggest "Game Physics Engine Development" as being easier to consume, highly practical, but less theoretical than the Eberly alternative.  Make sure you get the most recent edition (by Ian Millington, published 2010 July 23).

 

Which is the best math book for 3D graphics is more difficult to choose, but you've got some good suggestions already.


#1maxgpgpu

Posted 04 March 2013 - 06:41 PM

Don't get the same book for "math" and "physics"... that's not very effective.  There's just too much to cover to expect a single book to do a good job.  For the physics part, I suggest "Game Physics Engine Development" as being easier to consume, highly practical, but less theoretical than the Eberly alternative.

 

Which is the best math book for 3D graphics is more difficult to choose, but you've got some good suggestions already.


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