By Fletcher Dunn, Ian Parberry
Published June 2002 List Price:$49.95, Your Amazon.com Price: $32.46
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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.
This is the book to get if you are interested in programming games. It explains 3D graphics theory very well. I had first tried to learn game programming from a Direct3D book and I learned the how but not the why, this book is the why. And again I would highly recomend it anyone starting game programming.
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.
An excellent book if your alittle blow away by the math required for Graphics Programming books. Read this just after a C++ intro book and just before a DirectX or OpenGL intro text.
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.
A book that explains concepts as clearly as this is a rare find indeed! Thoroughly recommended for anyone who wants to start in 3d programming and has found other books on the subject rather daunting. I never knew counting dead sheep could be so entertaining!
I bought this book as a sophomore in highschool, when I began my journey learning C++. It's great for someone about my level, with prior knowledge of Algebra and Geometry. It starts off with 2D coordinate planes, then makes it's way to 3D coordinates. It then gradually goes through the rest of the book, in a nice way that's a great read, and reference. Highschool math should be considered though, I was lost at times because I forgot some things from my math classes. If you don't have at least geometry under your belt, consider a regular math book to go along with this.
this is THE book for learning the basic maths you need to understand what you are doing with opengl/directx, also with this book you we'll be able to perform almost any kind of "camera dealing", and basic collisions....
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 )
Great. Understandable images, clear explanation are two features I like most.
Fletcher & Ian start at a very basic thing, then guide you step-by-step 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.
This book is great as a introduction to the maths needed in 3d programming - if when you've looked in to the directx api and wondered what all the matrix operations actually meant then this book is 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.
This book is outstanding. If, like me, you enjoy development but often find maths books to be impenetrable, this book is essential.
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 pre-requisites that you don't have. It doesn't simplify or re-arrange 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.
Best 25 pounds I've ever spent. This book is an absolute gem, and helps not only beginners get introduced to the pitfalls of 3D Maths but its perfect as a reference for the more advanced folk too.
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 bought this book a few weeks ago and i'm very happy with it. The explanations are excellent and all usefull 3d math is covered. I think that every 3d game programmer should have a copy.
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 step-by-step 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 pre-requisites that you don't have. It doesn't simplify or re-arrange 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.