Game Development Books
Featured Book

Blender Master Class: A HandsOn Guide to Modeling, Sculpting, Materials, and Rendering
By Ben Simonds
Buy from Amazon:
Top Selling Books

1. Blender Master Class: A HandsOn Guid...
By Ben Simonds, Sales Rank #84014
Latest Books
 1. Blender Master Class: A HandsOn Guide to Modeling, Sculpting, Materials, and Rendering By Ben Simonds
 2. Shipping Greatness: Practical lessons on building and launching outstanding software, learned on the job at Google and Amazon By Chris Vander Mey
 3. Super Scratch Programming Adventure! (Covers Version 1.4): Learn to Program By Making Cool Games By The LEAD Project
 4. Learn ObjectiveC on the Mac: For OS X and iOS By Scott Knaster, Waqar Malik, Mark Dalrymple
 5. Core HTML5 Canvas: Graphics, Animation, and Game Development (Core Series) By David Geary
3D Math Primer For Graphics And Game Development (Wordware Game Math Library)
By Fletcher Dunn, Ian Parberry Published June 2002 List Price: Amazon.com Sales Rank: 205,273 Availability: Usually ships in 24 hours Summary: Covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. Illustrates how to put the techniques into practice, and exercises at the end of each chapter help reinforce the concepts. Similar Books:
Buy it now: 
22 Comments
It asumes you know sin() cos() and the sort .. but thats about it !
Begining 3D programers  Buy this book before any grapich book !
 Wolf
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.
Be aware that the math you will already need to know, may be found complicated by some, such as Trigonometry, Pythagoras Thereom etc. But if you are already familiar with Linear Algebra this book will carry you through the more advanced topics itself.
Im currently 15 and nearing the end of my GCSE Mathematics. I didn't find it at all complicated to get started in this book, and the clear and concise nature of the authors made it easy for me to develop an understanding of what the British curriculum hasn't tought me yet.
I give this text 10 out of 10 (bearing in mind the later chapters that are alittle skecthy) because it does exactly what it says on the cover.
its for begginers.
this plus "mathematics for 3d game programming & comp graphics" is all you need to know about gamemath to star writing a game (not a zelda or ff hehe )
Fletcher & Ian start at a very basic thing, then guide you stepbystep over images or short(but clear, and suitable) explanation. I can understand what a Transormation Matrix or a use of 4D vectors just from 2D examples.
If you are need a quick course, this book is also suitable for you.
It is great because it is not a broing textbook  some of the stuff is heavy going when your new to it, but the writing style ensures that you will learn quickly as everything is explained clearly.
In a sentence  buy it, buy it now!!!
The reason I speak so highly of 3D Math Primer for Graphics and Game Development is simply that it assumes very little. It doesn't introduce concepts that depend on prerequisites that you don't have. It doesn't simplify or rearrange equations without explaining every step. Furthermore, the book actually explains the geometric interpretation of near enough every major concept.
Ever wondered what a matrix is actually doing, what it represents or how to visualise it? Why is it that normals should be transformed by the inverse transpose of a transformation matrix?
This book will help you understand these things. It will also point you in the right direction when writing code. The style guide for programming is useful, too.
To sum up: nearly every maths text book I have owned or read is targeted at people who don't need books like this one. I needed it, and if you do too, purchase it. You won't regret it.
This is the first book I'd recommend anyone getting into 3D programming, it contains everything that the other books on your shelf are missing.
I wouldn't be where I am today without it, best £25 I've ever put into my career.