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A book to match with “Mathematics for 3D Game Programming and Computer Graphics”

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Hello,
I'm going to buy "Mathematics for 3D Game Programming and Computer Graphics" book.
 
I hope it is possible for me to put in practice with java the mathematical concepts within the book, 
since I'm studying java.
I was wondering if there was an appropriate book to match with this book that is not outdated.
 
Two books I found to seem interesting are "Developing Games in Java" but is from 2004
and "Learning Libgdx Game Development". The last would be perfect if it were not for the fact that Libgdx still
does't fully support 3d (The book in fact stops at the development of 2d graphics).
 
Waiting for Libgdx news, what book would you recommend to read in the meantime?
I also tried to find some books about OpenGL and shader for java, but most of the books stops at 2004.
 
I hope I have expressed myself correctly, thank you for your attention.

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Hi Robz,

 

as an experienced Java developer ( I am working professionally with java for about 10 years ) I does not recommend you to stick with java if you intent to use OpenGL and accelerated graphics...

 

Btw, if you insist using java for low level graphic programming, you may check this sites:

 

http://lwjgl.org/ -> A OpenGL binding for java ( or java binding for OpenGL? ) focused on game development.

 

and of course, you may check the http://opengl.org site ( http://www.opengl.org/wiki/Language_bindings#Java )

 

Anyway, you may be able to apply this Math Concepts with java, as you can do in any programming languages. Java is a good programming language, very versatile and very productive for business and server side applications, I really love java programming.... BUT, for graphical clients its not the best choice, its viable, but not the best thing to put so much effort....

 

I think there is a reasonable engine ( Java Monkey Engine - http://jmonkeyengine.org/ ) that you may use if you really want to stick with java!

 

Hope it helps.

 

( well... sry about my poor english )

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Im 90% certain you simply won't find an book using Java and modern OpenGL at the same time. Its just a thing that doesn't gets mixed often enough to merit a book specifically for it apparently.

 

In any case, the 2nd best thing you can get is an "plain" OpenGL book, which will probably use C++. Remember,  the important bit is not the language used, but the OpenGL calls and how to use them. Then, with a thin wrapper like LWJGL (which expose OpenGL calls as similar as they can be with respect to the C OpenGL API) you can practice the concepts you learn.

 

I link LWJGL because that's the one I've used, there is also JOGL, you can try both. OpenGL calls will be the same, you'll still upload the data to your GPU, set attribute pointers, make your draw calls, code shaders, and so on.

 

You might want to get your feet wet before going through an entire book of OpenGL, you can learn quite a bit of it from here Arcsynthesis OpenGL Online Book. It explains all the basics of OpenGL plus the math involved in all of those operations. IMO is the best "free" OpenGL resource out there for learning the basics at the moment. Have in mind that it will cost you a bit more since you'll have to look at the C++ code and try to come up with equivalents in Java + whatever OpenGL wrapper you're using, but such are the perils of starting 3D programming in a language that isn't popular for 3D programming :D

 

If you don't like Java enough to do all this jumping around, switch to other language that will make it easier.

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Just like the others have said above, you'll have a hard time finding a book for 3D graphics mathematics in Java. Also, as others have stated, LWJGL is a good place to start if you want to access OpenGL using Java -- this is what I'm using, and just because I'm more familiar with Java, I can get better performance with that language than with C++ (note I said with my experience; C++ will always be faster, its just that I know Java and how it works much, much better and can plan for that and I can program better using Java).

 

Also, there's the JMonkeyEngine Source Repository that you can always look at for examples (src is in the trunk folder). JMonkeyEngine is the source for an engine written in Java using OpenGL, and you can check out how they write their algorithms for mathematical computations (it's how I learned quaternions). It will take a little more work on your part (you need to navigate the source code) but you can learn sooooo so much from reading the source -- and it's in Java!! Check it out if you feel like it'll help :)

 

ST

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Thanks for all your advices, I will consider each of them.
Given that at the moment I think at the 3D programming just as a hobby, I think there is no such a problem in placing the slow study of another language like c++ side by java.
If I were to use in the future Libgdx with OpenGl, it will mean that I will lose a little more time.
 
I'll try to start training with some free tutorials, such as those you mentioned, and then continue with the books.
I knew Arcsynthesis OpenGL Online Book, but in my computer it has always given me problems in the compilation of examples via the command line, although I have followed the instructions step by step.
Anyway, since I'm about to order that book, at the end I think I'll take it together with More OpenGL Game Programming.
Anybody who has had the opportunity to read it or knows about it?

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Im 90% certain you simply won't find an book using Java and modern OpenGL at the same time. Its just a thing that doesn't gets mixed often enough to merit a book specifically for it apparently.

 

I'm actually thinking about writing that book next.  Maybe it is time.  I've been fighting with JOGL the last week.  It is not fun, and not very well documented.

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That would be pretty nice :D (as long as its core profile, OGL 3+ of course :P)

 

JOGL is going for quite a bit more than "just" an OpenGL wrapper right? I've read they support interop with Swing/AWT. Not sure if they're also planning something with JavaFX.

 

LWJGL is currently in the middle of a rewrite, that nobody knows of unless they visit LWJGL 3 repo. And I'm not sure how similar the API will be compared to LWJGL 2. LibGDX guys said they'll jump to LWJGL 3 once LWJGL devs said its stable enough.

 

 It is not fun, and not very well documented.
Yeah, you get tons of resources dealing with your first triangle, OpenGL 1.1 style, and then an big empty void after that. Hell I never knew about LWJGL debug mode until very recently when I saw it in the sources and googled it, and I started using LWJGL one year ago.

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Hell I never knew about LWJGL debug mode until very recently when I saw it in the sources and googled it, and I started using LWJGL one year ago.

 

Thank you, good sir :D

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Im 90% certain you simply won't find an book using Java and modern OpenGL at the same time. Its just a thing that doesn't gets mixed often enough to merit a book specifically for it apparently.

 

So I have the great awesomeness that is Safari Books Online (safaribooksonline.com) - a full subscription (by the way, any U.S. Army vets get this resource for free, and damn is it an awesome technical manual resource).  - based on what I see, there's a good amount of books out there dealing with Android game development that use Java and OpenGL in their tutorial code, or rather specific sections if you will.  They don't cover both in the whole book, but usually carve out sections of the book specified for Java + OpenGL.  So you might find some gems in Android development books.

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