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Link to a Game development themed math primer?

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Hey GameDev :)

I'll be honest - I didn't listen in Math class and now I regret it. I was under the impression of "I'll never need this garbage" and now I need it haha

I'm just wondering if anyone can link me to Math primers with game development in mind? Vectors and Matrices and normalization and the like. Keep in mind I'm not l33t mathematician so the more basic English the primer is in the better!

Thanks guys! :D

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My favorite references and go-to for game maths are Christer Ericson, David Eberly, Eric Lengyel and Wolfgang Engel. Also see here. In particular, I've enjoyed Mathematics for 3D Game Programming and Computer Graphics by Eric Lengyel.


Thank you for the links to what look like some decent books! I will definitely check some of them out. Any online references by chance?

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I wrote this primer / reference material a while back:

http://www.wildbunny.co.uk/blog/vector-maths-a-primer-for-games-programmers/

Cheers, Paul.

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Also, if "Mathematics for 3D Game Programming and Computer Graphics" is too hard for you, you should buy Practical linear algebra : Geometry toolbox. http://www.amazon.co...x/dp/1568812345


The book explains linear algebra with geometrical explanations and some drawings (and without theorem ), so you always know how to represent every mathematics "tool" in 2D/3D.
Roughly, the first half is about the 2D space and the other one about the 3D space.
Every chapter are not long but not too short, with corrected exercises at the end (which require simple computations).

I will begin the 3D part of the book and there were just 2 or 3 computations which were not simple to understand the first time.

If you take it, don't hesitate to post here or to send me a PM if you don't understand some parts. smile.png

I took this book because it was recommended on http://www.realtimer....com/books.html (at the bottom of the page).

Edit: The book is not a "game oriented" book but it's composed of useful stuff as how to know the shortest distance between a point and a line or a plane.
And well, it's about linear algebra so it's always useful smile.png Edited by Rakilonn

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