Violenza 122 Report post Posted November 2, 2000 what type of courses would one have to have taken to be familiar with the math used in a 3D engine such as Q3? (q3 is more advanced than UT isn''t it? i think q3 has true curved surfaces but UT are simulated/faked (though i could absolutely be wrong)) im heading back to school and will be refreshing my math skills, so any pointers will be appreciated =) 0 Share this post Link to post Share on other sites

Guest Anonymous Poster Report post Posted November 2, 2000 _Every_ curved surface in computer graphics is faked.As for courses, linear algebra and graphics are all you_really_ need. Calculus and physics would be useful when you start getting into designing a game-type engine. AI and parallel computing after that maybe... 0 Share this post Link to post Share on other sites

Philomath 122 Report post Posted November 2, 2000 You can never have too much math. I recommend Calculus up to and including Vector Calc(usually third semester), Linear Algebra without a doubt and while you may not need it, Diff-Eq never hurts. I have found many uses for it. Physics (Newtonian) usually first semester is of great use as well. The later Physics courses (at least at my college) were all about heat, magnitism, etc... interesting stuff but not of much use in game development.Philo 0 Share this post Link to post Share on other sites

Guest Anonymous Poster Report post Posted November 2, 2000 You don''t neccessarily need to take courses. If you can handle learning on your own, there''s a application you can pick up that will teach you the majority of the math you need. It''s called Studyworks Mathematics Deluxe and it covers everything from basic math up to calculus. The sofware is basicly a combination (very large) book on CD with training/lessons/tests and a scientific calculator. I highly recommend it. It''s only like 40.00. Definitely worth the investment. In addition to this, you''ll need a book on 3D graphics like Computer Graphics Priciples and Practice, or any of the multitude of other books which explain 3D realtime graphics for programming and maybe a book specificly on Linear Algebra to be certain you understand it all. For the most part you''ll need linear algebra, but you''ll find other Trig and Calculus functions very handy when you start getting into advanced topics in 3D graphics. Newtonian physics (kinematics, statics, dynamics) are other subjects to look into down the road.Good luck. 0 Share this post Link to post Share on other sites

Shannon Barber 1681 Report post Posted November 2, 2000 High School Algebra, Trig, & Physics will give you all the knowledge you *must* have in order to create most games.There are a lot of ''advanced'' topics that utilize more sophisticated math, but it all boils down to algebra & trig.Basic physics will give you an idea of how the math applies to the real world.For 3D stuff you kinda need to know how to use matrices as well. And vector math wouldn''t hurt. 0 Share this post Link to post Share on other sites