3D Math Primer for Graphics and Game Development (Wordware Game Math Library) (英語) ペーパーバック – 2002/6/15
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3D Math Primer for Graphics and Game Development covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. The authors discuss the mathematical theory in detail and then provide the geometric interpretation necessary to make 3D math intuitive. Working C++ classes illustrate how to put the techniques into practice, and exercises at the end of each chapter help reinforce the concepts.
* Explains basic concepts such as vectors, coordinate spaces, matrices, transformations, Euler angles, homogenous coordinates, geometric primitives, intersection tests, and triangle meshes.
* Discusses orientation in 3D, including thorough coverage of quaternions and a comparison of the advantages and disadvantages of different representation techniques.
* Describes working C++ classes for mathematical and geometric entities and several different matrix classes, each tailored to specific geometric tasks.
* Includes complete derivations for all the primitive transformation matrices.
Fletcher Dunn is the principal programmer at Terminal Reality, where he has worked on Nocturne and 4x4 Evolution and is currently lead programmer for BloodRayne. He has developed games for Windows, Mac, Dreamcast, Playstation II, Xbox, and GameCube.
Ian Parberry is a professor of computer science at the University of North Texas and is internationally recognized as one of the top academics teaching computer game programming with DirectX. He is also the author of Learn Computer Game Programming with DirectX 7.0 and Introduction to Computer Game Programming with DirectX 8.0.
con: sometimes they don't explain things well enough while other times they over explains things that seem obvious. the first three chapters of the book talks to you as if you have never taken math before. then when they come to explaining projections on to one vector on to another in chapter 5 they explains it as if I knew math very well. But, that was not a big deal, I just review my old algebra text books and went to YouTube for a better explanation.
I still gave it a 5 stars despite the cons because I have never seen another book for programming with math that was better than this one.
The concepts are clearly explained and the writer has a nice conversational style that does not become too chatty. He quickly moves to the meat of the subject and each concept builds on the previous for greater understanding. The book was not nearly as tedious as I feared it would be and I actually found my self becoming absorbed in the material.
This book is exactly what it claims to be; a primer in 3D math. It is not a all encompassing reference but does a good job explaining and building on the basics. Exactly what I needed.
As soon as you start reading, given the challenging nature of the subject, the book seems difficult to fully understand.
Overcome the obstacle of Chapter 5 the puzzle takes shape and everything becomes more clear.
Mathematics exposition Clear and Fine, Elegant and Clean the code that accompanies the book.
It is one of the most beautiful books ever written for the computer science, every programmer should read it ,at least once.