Mathematics for 3D Game Programming and Computer Graphics
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This invaluable resource teaches the mathematics that a game programmer needs to develop a professional-quality 3D engine. The book starts at a fairly basic level such as vector geometry, modern algebra, and physics, and then progresses to more advanced topics. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure "gaps" in the theory. The book discusses applications in the context of the OpenGL architecture, and assumes a basic understanding of matrix algebra, trigonometry, and calculus.
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