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3D Math Primer for Graphics and Game Development (Wordware Game Math Library)

3D Math Primer for Graphics and Game Development (Wordware Game Math Library)

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Authors: Fletcher Dunn, Ian Parberry
Publisher: Wordware Publishing Inc.,U.S.
Category: Book

List Price: £33.50
Buy New: £19.00
You Save: £14.50 (43%)



New (23) Used (5) from £19.00

Rating: 3.5 out of 5 stars 6 reviews
Sales Rank: 38128

Media: Paperback
Pages: 476
Number Of Items: 1
Shipping Weight (lbs): 1.7
Dimensions (in): 9.2 x 7.5 x 1

ISBN: 1556229119
Dewey Decimal Number: 006.6
EAN: 9781556229114
ASIN: 1556229119

Publication Date: June 1, 2002
Availability: Usually dispatched within 1-2 business days
Shipping: International shipping available
Condition: Ships from U.S.A., to anywhere in the United Kingdom! Orders only take 3-5 days! We specialise in service to the U.K. and only ship airmail.

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Customer Reviews:   Read 1 more reviews...

3 out of 5 stars I wouldn't use this as my primary book   May 27, 2008
Fame K
I felt the first few chapters were really geared towards newcomers to 2D/3D Maths and so every topic in the earlier chapters were covered very slowly and in detail. However, as I progressed through the chapters I noticed the authors had started accelerating through the topics at a quicker pace and I was left somewhat confused and so I had to research many of the topics from other resources.

One thing I really didn't like about the book was that the exercises were left to be done at the end of each chapter. The problem with this approach was that some chapters expanded across many pages packed with information you needed to know and thus, like a traditional maths book I would have liked to practice a few questions after each topic and not after a whole chapter.



2 out of 5 stars Not sure who would find this useful   April 21, 2008
Mr. S. T. Foster (UK)
Sure the book starts off with really really simple maths, using 1d and 2d maths for a springboard. It slowly eases into vector and matrix maths, all described fairly run of the mill. So far so good.

Reading further on into geometric principles and intersections it becomes apparent that the author seems to have forgotten all about the first half of the book and is quickly rambling on using terms and symbols not previously referred to and thus will more than likely lose anyone without a mathematics degree.

Most of the articles here are locatable on the internet if you know how to use a search engine, and described in a much more user friendly way.



2 out of 5 stars 3D Maths for mathematicians   August 21, 2007
David A. Watson
0 out of 2 found this review helpful

I bought this book thinking it would explain 3D maths to me, a programmer, but instead found it better suited to mathematicians who want to understand vectors and matrices.
There is virtually no pseudocode in the book, and only around 50 pages out of 400 cover 3D graphics in practice, and then in little depth.
The only people who will get anything from this book are people with a degree in Computer Science (and they will probably know 3D maths already).




5 out of 5 stars Highly recommended   April 29, 2005
Mads Andreas Elvheim (Trondheim, Norway)
9 out of 11 found this review helpful

I love this book, and it has payed off very well for me.
The author has a remarkable skill to explain even the most difficult subjects in a way that everyone understands. For example, The Cartesian coordinate system is abstracted to a system of roads.
However, this simplification is not an issue for intermediate/advanced programmers or math students. All topics are provided with formulas and concise material; making this book good for everyone.
Topics covered (but not limited to) vectors, coordination systems, dot-product, cross-product, quaternions, matrices, Auler-angles, bsp-trees, screen projection, culling, bounding-boxes (and a load of other intersection tests).

Still I missed something. The author(s) also covers gourad shading, texture mapping and several other techniques, but they don't go into depth. Different lighting models were given a formula at best, which fortunately is good enough for me. Just don't expect the book to be API-specific or contain information about rendering methods.
The source code which came with the book compiled, but looks awful and very messy. The source code works very well as a reference, but it you are buying the book mainly for the code; don't. I hope they'll update their source code from the webpage soon.

Conclusion: This is a very good book to start with. It contains all the linear algebra math you'll need to start with 3D-programming, and is explained remarkably well. Yet the simplification is nevertheless no con for non-beginners, which will probably use this book as a reference laying on their desktop at all times :-)


5 out of 5 stars Exceptionally good book   February 25, 2004
Rasputin (Denmark)
13 out of 14 found this review helpful

The authors of this book is a game programmer and a professor of Computer Science. This team is excellent!

The game programmer has alot of focus on making the material understandable, and the professor has focus on the mathematically correct semantics. Unlike other books, that teaches game programming (of which many have an author with his strength on either field), this book has the right blend of understandable text parred with the right mathematical semantics.

Furthermore the text is supported by code, so if you are shaky on some of the math, you can see the implementation in C++ code.

As a total math newbie, this book helped me alot, and today I understand totally and in detail what is going on in my 3D programming.

An ABSOLUTE MUST, if you want to learn 3D on top level.

www.pcprotech.co.uk
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