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Fundamentals of Math and Physics for Game Programmers (Game Design and Development Series)
 
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Fundamentals of Math and Physics for Game Programmers (Game Design and Development Series) [ペーパーバック]

Wendy Stahler

参考価格: ¥ 6,960
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Fundamentals of Math and Physics for Game Programmers teaches the fundamental math and physics concepts, principles, and formulas that are crucial for developing successful games. Covers topics such as trigonometry snippets, vector and matrix operations, transformations, momentum and collisions, and 1D/2D/3D motion. Concepts are taught in a step-by-step format in order to improve the level of game development. Includes case studies and hands-on projects allowing students to experience the application of essential concepts. End-or-chapter review exercises are provided for additional content reinforcement

著者について

Wendy Stahler was the first course director of the Game Design and Development Program at Full Sail Real World Education in Orlando, Florida. During her six years at Full Sail, she concentrated much of her time toward developing the math and physics curriculum. Wendy is also an adjunct professor at Rollins College in the IT department, and just recently took on her next challenge of IT training in the corporate world. Wendy graduated from Rollins College earning an Honors B.A. in Mathematics with a concentration in Computer Science and an MA in Corporate Communication and Technology, graduating with honors.

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Amazon.com:  10件のカスタマーレビュー
37 人中、32人の方が、「このレビューが参考になった」と投票しています。
Genius reviewer? 2004/6/1
By "gameprogrammer34" - (Amazon.com)
形式:ペーパーバック
The previous reviewer on this book must be a genius. I meen, he could even read the title, "Advanced C++ and Code Optimization." Oh, wait, that's not what it says, it says "Beginning Math and Physics for Game Programmers." As an AI programmer for the last 10 years who came into the industry without any college level courses, I never studied math and physics in school, and most books that that claim to be physics books for game programmers read like calculas text books. I was very pleased to find this book assumed nothing about a persons level of math in a schooling environment, an explained in very good detail how to start learning a new area of programming. The previous reviewer asks "why would game programmers need a book about basic math and physics?" Well maybee they are'nt game programmers yet? "It's not just the code, her math is just as bad. She uses degrees instead of just sticking to radians." Most people that are just starting out don't understand radians or the need for them. That's why it is simplified using degrees. Again, the key word here is "Beginning." This book is not geared towards people who are industry level programmers. If you want a book where you can steal code out of to use in your game, search the internet, there is plenty of free code out there. By the way, if game programmers don't need beginning physics and math, and you're such an awsome game programmer, why did YOU by the book?
11 人中、11人の方が、「このレビューが参考になった」と投票しています。
some human errors, but priceless theory review! 2005/1/4
By Rolando Gonzalez - (Amazon.com)
形式:ペーパーバック
I had read some of the reviews for this book and they focus on parts where almost all books have human errors, code or math examples, but the explaination of the theory is very well reviewed. This book is very well organized and explains very well the topics. This book is a very good book for begginers on games physics and math, its not a book for learning math, physics or programming, and by reading the reviews of the book you'll see what I meant, seems a lot of people misundestood the book title.
18 人中、16人の方が、「このレビューが参考になった」と投票しています。
Good for beginners, 2004/6/29
By カスタマー - (Amazon.com)
形式:ペーパーバック
Although I'm not a game designer, I picked this up because I think it's important to read books outside my everyday work. I'm glad I did! This excellent book brings together a lot of material in just over 400 pages, and the author deserves a lot of credit for making the subject matter easy to understand without talking down to the reader. The author does a good job covering the subject matter, although the shortness of the book prevents an in-depth treatment of the dense subjects. It is a good primer for any aspiring game programmer.
The book is split largely along subject lines: math first, physics second, it being impossible to program the physics of an object if the math is not understood. One of my favorite things was included in this book: chapter exercises, along with the answers. I get a lot more out of a book when I can do problems and check on my answers. I found the software on the cd useful, despite not being a C++ programmer, it helped me concretely visualize what happens when you use certain techniques.
This book will be useful for a long time to come, because the math and physics discussed are the fundamental building blocks behind realistic game play. I will keep this book on my reference shelf for the math alone, it is a good refresher for basic algebra, trig, and calculus. Word of advice: if you don't understand this book, game programming is not for you.

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