Essential Mathematics for Games and Interactive Applications By James M. Van Verth
James M. Van Verth Å 3 download
It was hard for me to extract value from this book. I wanted to get some basic understanding of math used in 3D graphics but instead the book was mostly concerned with mathematical proofs in a dry-ish language while assuming you already know some math concepts. That would have been alright by me but the concepts were not explained that well and digestible. I think if I google for any of the topics discussed in this book I'd get a much better explanation on the internet. Actually that's what this books is good for, to get familiar with a set of terms to do one's own research on them.
Maybe this could be useful for me if I was writing a game engine from scratch, but even for that the material seemed a bit outdated considering the tools and the technology we have today. Essential Mathematics for Games and Interactive Applications + Страхотно покрива необходимите основи от линейна алгербра и аналитична геометрия, както и използването им за рендъринг, колизии и анимации
+ Разглежда алтернативни решения на множество проблеми с цел оптимизация на броя прости и скъпи операции
- Не е подходяща за въвеждаща книга - изисква си определена основа в горните теми. Essential Mathematics for Games and Interactive Applications Vectors, colors, lighting, shaders, ... Essential Mathematics for Games and Interactive Applications This book is for people who already know the material the book is trying to teach. Because if you don't have any familiarity with it, you will not be able to extract any from this text. It is a mediocre math book, employing a dry tone and unimaginative approach to explain non-trivial material.
I've had a much better experience reading free online explanations on the concepts presented in the book that were both easier to digest and gave a much more lasting, intuitive understanding. I bought this book after glancing through an interesting presentation one of the authors gave at GDC, hoping that the book would follow suit and make the effort to arrange and present the material in the same accessible form, but it seems to me that there was no effort made here to make the frog easier to swallow.
To illustrate, here's the book's explanation for Basis Vectors: So suppose that for a given vector space V, we can find a set beta of n linearly independent vectors in V that span V. Google search basis vectors explained, click the first result, and you'll get a far superior explanation. I acknowledge the effort to transmit formal definitions in formal notation, but I honestly did not buy the book for that. I just want to understand, and that's something the book completely fails to deliver.
Graphics programming is a field littered with bad books, and this is no exception. Essential Mathematics for Games and Interactive Applications This is the book you want to have as a reference on your desk, the authors explain very well the mathematical concepts behind 3D and even 2D games like Vectors, Linear Algebra (Matrices and Transformations), Orientation in 3D (covers quaternions), Geometry, Shaders, Lighting, Collision and a lot more, and also provide fully working C++ code examples and exercises.
This book gives you a general idea of the algorithms and math concepts used in graphics engines or games in general, I personally found myself thrilled to read the first chapter and understood the importance of the precision of floating point numbers, and in Chapter 2, the authors explain very well and make really clear what are the uses, advantages and disadvantages of some vector operations in certain cases. This is a must-have if you're serious about to create your own games, a graphics engine, or even if you just to know what kind of math lies behind the creation of games and graphics engines if you're curious about it. The code examples are really neat and easy to understand. You can compile the code examples in Linux, Mac, Windows (with MinGW or Visual Studio).
Of course you need to have some C++ and some basic math knowledge prior (such as algebra) to fully understand the math concepts, the overall content is easy to read and understand though.
C++ is the professional game developer's and general programmer's choice given its flexibility and performance.
Overall, this is a must-buy. Essential Mathematics for Games and Interactive Applications
Expert Guidance on the Math Needed for 3D Game Programming
Developed from the authors popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.
New to the Third Edition
Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.
The Foundation for Successful 3D Programming
The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.
An Introduction to Creating Real and Active Virtual Worlds
This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.
Web Resource
A supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors GDC tutorials.
Essential Mathematics for Games and Interactive Applications