Game Development Books
Featured Book
-
Blender Master Class: A Hands-On Guide to Modeling, Sculpting, Materials, and Rendering
By Ben Simonds
Buy from Amazon:
Top Selling Books
-
1. Super Scratch Programming Adventure!:...
By The LEAD Project, Sales Rank #1581 -
2. Introduction to 3D Game Programming w...
By Frank Luna, Sales Rank #31977 -
3. Blender Master Class: A Hands-On Guid...
By Ben Simonds, Sales Rank #62370 -
4. Creating Games with Unity and Maya: H...
By Adam Watkins, Sales Rank #72577 -
5. Core HTML5 Canvas: Graphics, Animatio...
By David Geary, Sales Rank #92139 -
6. CoffeeScript: Accelerated JavaScript...
By Trevor Burnham, Sales Rank #96211 -
7. UDK Game Development
By Alan Thorn, Sales Rank #100237 -
8. Producing Animation
By Catherine Winder, Zahra Dowlatabadi, Sales Rank #132722 -
9. Practical Rendering and Computation w...
By Jason Zink, Matt Pettineo, Jack Hoxley, Sales Rank #233107 -
10. The Future of Looking Back (Microsoft...
By Richard Banks, Sales Rank #236099
Latest Books
- 1. Blender Master Class: A Hands-On 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!: Learn to Program By Making Cool Games By The LEAD Project
- 4. Learn Objective-C 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
Mathematics for 3D Game Programming and Computer Graphics, Second Edition
![]() |
By Eric Lengyel Published November 2003 List Price: Amazon.com Sales Rank: 623,407 Availability: Usually ships in 24 hours Summary: This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series. For reviews of the first edition, click here.
Buy it now: |








4 Comments
Some chapters were added to this edition, such as bezier curves, stencil shadowing, and various techniques throughout the book on various subjects.
I would recommend this edition over the first edition especially for anyone that is new to game or 3d programming. The reason is because of the introductory chapter that was added on the rendering pipeline, as well as the extra chapters.
The new material includes a brief but informative chapter covering graphics pipeline essentials. This should make the book somewhat more accessible for beginners - though it’ll still be daunting for someone without at least high school level math. The shadow volume coverage from the first book has been broken out into its own chapter and greatly expanded. The remaining two chapters are dedicated to numerical methods and curves and surfaces.
If you already own the first edition of the book, then the updates and new chapters probably aren’t worth the cost. Otherwise, considering that they retail at the same price, there’s no reason not to get this edition instead of the first. It’s an excellent resource for anyone who wants a deep and broad knowledge of 3D math.