|
Essential Math for Games Programmers |
||
|
|
A one-day course and a set of PowerPoint slides are not enough to hope to cover all the material in any great depth. So Jim Van Verth and Lars Bishop wrote a book, with the help of our friends at Morgan Kaufmann:
|
|
|
Based on and expanding on our tutorials, Essential Mathematics for
Games and Interactive Applications presents the core mathematics
necessary for sophisticated 3D graphics and interactive physical simulations.
The book begins with linear algebra and matrix manipulation and expands
on this foundation to cover such topics as texture filtering, interpolation,
animation, and basic game physics. Essential Mathematics focuses
on the issues of 3D game development important to programmers and includes
optimization guidance throughout. "Even though I've worked with these systems for years, I found new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful-it gives them a solid background in pretty much every area they need to understand." -Peter Lipson, Toys for Bob, Inc. U.S. readers can purchase the book online from Amazon. It can also be purchased from Amazon Canada, Amazon.co.uk and Amazon.co.jp. IGDA members can purchase the book at 40% off. Table of Contents:
ErrataA PDF containing errata is available here. Some errata that require more discussion have been posted to the blog with commentary. UpdatesA ZIP file is available here with patched libraries and source files. The paths in the ZIP file are set up to match the layout of the CD. To use, extract to the same directory where you copied the CD contents. The password is the second word on Page 37. Copyright © 2004, James
M. Van Verth |
||