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From Barnes & NobleThe Barnes & Noble Review
You won’t get far with 3D graphics and game development without some serious math. This book makes the math far less daunting. You won’t just master the concepts; you’ll see how the math’s actually applied, and how it affects the way your game renders and plays.
You’ll start with the linear algebra, affine algebra, and numerical representations underlying much 3D programming: vectors, points, matrices, and so forth. Next, the authors walk through the rendering pipeline: applying matrices and transformations to create virtual cameras, representing 3D objects visually, adding dynamic lighting, and drawing 3D geometry to the display.
There’s coverage of animation (parametric curves, splines, quaternions); and a detailed introduction to simulation (collisions and realistic motion). Need things a bit more tangible? Check out the CD-ROM’s hands-on demos and sample code. Bill Camarda
Bill Camarda is a consultant, writer, and web/multimedia content developer. His 15 books include Special Edition Using Word 2003 and Upgrading & Fixing Networks for Dummies, Second Edition.