Essential Mathematics for Games and Interactive Applications, Second Edition: A Programmer's Guide |  | Authors: James M. Van Verth, Lars M. Bishop Publisher: Morgan Kaufmann
List Price: $59.95 Buy New: $30.94 as of 3/18/2010 01:57 CDT details You Save: $29.01 (48%)
New (25) Used (13) from $29.95
Rating: 4 reviews Sales Rank: 140438
Media: Hardcover Edition: 2 Pages: 704 Number Of Items: 1 Shipping Weight (lbs): 3.6 Dimensions (in): 9.2 x 7.7 x 1.7
ISBN: 0123742978 Dewey Decimal Number: 006 EAN: 9780123742971 ASIN: 0123742978
Publication Date: June 2, 2008 Availability: Usually ships in 1-2 business days
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Product Description Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout.
The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness.
The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.
--Simple game engine with math, rendering, and input libraries on the CD-ROM, so that game developers can immediately start applying the techniques they learn in a basic codebase. --Exercises on the CD-ROM for educators to use for course material --Code samples shown throughout the book for real-world application
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| Customer Reviews: Very complete textbook for game math March 9, 2010 David Keyworth This textbook seems to adequately cover all the major formulas used for game engines pretty well. It's not easy to read, but then these are difficult concepts. I showed this to my upcoming professor, and he was impressed; ended up making it the required textbook for the course.
For high school graduates July 11, 2009 lew (Connecticut, USA) 1 out of 23 found this review helpful
Respectable publisher, respectable series. I was expecting presentation level, scope and depth similar to Eberly's "Game Physics". Unfortunately, mistake. This is a book for someone who just graduated from American high school and knows only so called "algebra" (+, -, *, / with calculator, no fractions). No question, there are such individuals, they have to learn, and for them this is pretty good book. I was fooled by impressive Table of Contents and number of pages. Was useless for me. Lesson learned: if you want Eberly's quality, buy Eberly's books
One of the most useful books on my shelf March 31, 2009 W. Lindley (Oregon) 2 out of 2 found this review helpful
This has been one of the most interesting and useful books on my bookshelf. It's great for people trying to learn the kind of math that's needed in computer game development or for people who just want a refresher. This book is such a great help and so clearly written that it would be worth it at $100, for this price it's a huge bargain. Everyone interested in programming games should own a copy.
A solid guide to beginner and expert alike January 13, 2009 Christopher Dannemiller (Santa Monica, CA USA) 5 out of 5 found this review helpful
I have read many math books for video games and there are two aspects of this book I really like. The first is the book is encyclopedic and terms of the amount of information that it covers. The second reason that I like this book is that it clearly explains where the equations come from not just what the equations are.
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