#933 in Computers & technology books

Reddit mentions of Mathematics for 3D Game Programming and Computer Graphics, Second Edition

Sentiment score: 3
Reddit mentions: 4

We found 4 Reddit mentions of Mathematics for 3D Game Programming and Computer Graphics, Second Edition. Here are the top ones.

Mathematics for 3D Game Programming and Computer Graphics, Second Edition
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Found 4 comments on Mathematics for 3D Game Programming and Computer Graphics, Second Edition:

u/Ydes · 2 pointsr/learnprogramming

I would recommend picking up Mathematics for 3D Game Programming and Computer Graphics, Second Edition

http://www.amazon.com/Mathematics-Programming-Computer-Graphics-Development/dp/1584502770

Math wise, you'll be dealing with Vectors, Matrices (for 3D graphics), Polygons, curves and surfaces, and Trig.

I would recommended Calculus or higher if you plan to write your own physics, or you can pickup a premade engine. There's a ton for XNA.

Head to http://create.msdn.com/ and you can pickup visuals studio 2010 express/XNA framework 4.0.

If you have spare hobby time, I would go to a local community college to brush up on math and get access to microsoft dreamspark and MSDNAA.

Some additional information:

Java is a good (free) alternative with the eclipse or netbeans IDE and is entirely cross platform. It is also about preference. You will NOT want to venture into completely new languages when learning the concepts of game design (collision detection, save data, multilayer networking, etc...).

If you choose stick to c++, http://cone3d.gamedev.net/cgi-bin/index.pl?page=tutorials/gfxsdl/index

OpenGL/STL/DirectX will be your friend in c++. They are lower level languages than XNA or Java though.

As far a physics specifically, be sure to learn dot/cross product.

For free math lessons hit up youtube.com/khanacademy

This guy is AMAZING at reviewing material.

u/mysticreddit · 1 pointr/gamedev

You might want to review the difference between:

  • TransformPoint: v' = M * v

    and

  • TransformNormal: v' = M * v

    Specifically,

  • When you transform points your vertices are in the form <x,y,z,1>.
  • When you transform normals your vertices are in the form <x,y,z,0>.

    I would highly recommend you pick up one of these books:

  • Game Physics
  • Mathematics for 3D Game Programming and Computer Graphics .. there is a 3rd edition but I only have the 2nd which is fantastic.

u/automathematics · 1 pointr/gamedev

linear algebra... I have this book on my desk and have had it there for 10+ years, but it's SUPER dense to read.... (now it just holds up my monitor) but it was always recommended to me:

https://www.amazon.com/Mathematics-Programming-Computer-Graphics-Second/dp/1584502770/ref=sr_1_3?s=books&ie=UTF8&qid=1495673167&sr=1-3&keywords=mathematics+for+3d+game+programming+and+computer+graphics (not an affiliate link)

u/fukifino · 1 pointr/gamedev

I didn't see it mentioned when I skimmed over the thread, but Lengyel's book is excellent. It would probably be difficult to slog through without a strong math background, but it is something to look towards.

http://www.amazon.com/Mathematics-Programming-Computer-Graphics-Development/dp/1584502770/ref=dp_ob_title_bk/190-3625214-1416801


I don't have the greatest math background either, but it is definitely a book I find myself coming back to when I need a reference.