Mathematics for Game Developers (Game Development)
Author | : | |
Rating | : | 4.37 (986 Votes) |
Asin | : | 159200038X |
Format Type | : | paperback |
Number of Pages | : | 648 Pages |
Publish Date | : | 2013-06-16 |
Language | : | English |
DESCRIPTION:
Although most of his work is PC-based, a fair amount of it was done on embedded devices, ranging from bottom-line TI-calculators, Z80 and 68K palm processors, up to speedy PocketPC strong-arm processors with games such as LemmingZ. . He holds a degree in Software Engineering from the University of Ottawa, Canada, and is currently a semester away from a mathematics degree. His work in the games industry includes game AI, core-networking, software rendering algorithms, 3D geometry algorithms, and optimization. About the Author Christopher Tremblay lives in the California bay area, where he works for Motorola building a 3D graphics engine that will enable cell phones to empower the next-generation games
As a game developer, you know that math is a fundamental part of your programming arsenal. Not only will you learn how to solve these problems, you’ll also learn why the solution works, enabling you to apply that solution to other problems. Mathematics for Game Developers is just that-a math book designed specifically for the game developer, not the mathematician. In this book, you will find some unique solutions for dealing with real problems you’ll face when programming many types of 3D games. Through numerous examples, this book clarifies how mathematical ideas fit together and how they apply to game programming.. In order to program a game that goes beyond the basics, you must first master concepts such as matrices and vectors. You’ll also learn how to leverage software to help solve algebraic equations
sbill said Not for the mathmatically challenged.. I bought this book primarily because I know I needed to increase my knowledge of Trigonometry and further Not for the mathmatically challenged. I bought this book primarily because I know I needed to increase my knowledge of Trigonometry and further 3d math concepts as I have begun programming in Unity. I already know C# from my time programming in XNA, and know some fundamentals such as what vectors are, but never really understood sin / cos / tan and dot product / cross product (I know basic stuff). Anyway I was hoping that this book would make things clearer and it did not. I'm not going to do a thorough review because hon. d math concepts as I have begun programming in Unity. I already know C# from my time programming in XNA, and know some fundamentals such as what vectors are, but never really understood sin / cos / tan and dot product / cross product (I know basic stuff). Anyway I was hoping that this book would make things clearer and it did not. I'm not going to do a thorough review because hon. larryq said Terrible editing hurts a solid effort. I would love to have given this five stars, but the book has too many editing gaffes for me to do it.It's too bad, because snafus aside, the author tackles a subject --the mathematics involved in computer graphics and game programming-- that has needed a good beginner's text, and he gives the best coverage that 600 pages allows. The range of topics here could have stretched three volumes or more, but to the author's credit he never runs through important equations or derivations with . Excellent book; Still strongly recommend despite the errors This book covers a lot of good material. Some of which you would never get to know unless you go for a math major in college. The strength of this book is that it makes this complex material accessible. The text is easy to understand and does not provide pages and pages of proofs like many other math books would likely do (at least "Mathematics for 3D Game Programming & Computer Graphics" is pretty heavy on proofs and somewhat short on examples. The chapters on collision detection, vi
. Christopher Tremblay lives in the California bay area, where he works for Motorola building a 3D graphics engine that will enable cell phones to empower the next-generation games. His work in the games industry includes game AI, core-networking, software rendering algorithms, 3D geometry algorithms, and opt