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# Game Development Books

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## Mathematics for 3D Game Programming and Computer Graphics, Second Edition

 Buy it now: Amazon.com Amazon.co.uk Amazon.ca Amazon.de Amazon.fr By Eric Lengyel Published November 2003 List Price: $49.95, Your Amazon.com Price:$36.93 Amazon.com Sales Rank: 1,280,509 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. Similar Books: Computer Graphics: Principles and Practice in C (2nd Edition) by James D. Foley, Andries van Dam, Steven K. Feiner, John F. HughesMore Effective C++: 35 New Ways to Improve Your Programs and Designs by Scott Meyers3D Math Primer For Graphics And Game Development (Wordware Game Math Library) by Fletcher Dunn, Ian ParberryEssential Mathematics for Games and Interactive Applications: A Programmer's Guide (Morgan Kaufmann Series in Interactive 3D Technology) by James M. Van Verth, Lars M. Bishop Buy it now:

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Integra
Very solid book that I thoroughly enjoyed.

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.
I gave the first edition of this book a 5 star rating, so considering that the second edition provides updates to the original as well as four new chapters, it’s no surprise that the second edition earns a 5 star rating as well.

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.
I use the book a lot as a reference book, and find it very useful. It encompasses a lot of material. Be warned thought that the explanations in the book can get very hard to understand especially if this is the first time you encounter a certain topic. I'd recommend this book as a solid graphics/math reference.
I am usning this book in a math class I am taking. This book has a steep learning curve. If you don't have previous knowledge of calc you will have trouble picking up some of the stuff, in the first few chapters anyway. The biggest complaint our class and teacher has is that this book doesn't include enough problems at the end of chapters for practice. Though none of the other books out on this type of math are any better. Someone needs to make a good teachers guide for this book.

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