For Games and Interactive Applications
Book Details:
Pages: | 704 |
Published: | May 19 2008 |
Posted: | Nov 19 2014 |
Language: | English |
Book format: | PDF |
Book size: | 9.05 MB |
Book 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.
For Games and Interactive Applications
"Even though I've worked with these systems for years, I found new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful-it gives them a solid background in pretty much every area they need to understand." -Peter Lipson, Toys for Bob, Inc.Based on the authors' popular tutorials at the Game Developers Conference, Essential Mathematics for Games and Interactive Applications presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix manipulation and expands on this foundation to cover such topics as texture filtering, interpolation, animation, and basic game physics. Es...
Mathematics and Society
The book shows a very original organization addressing in a non traditional way, but with a systematic approach, to who has an interest in using mathematics in the social sciences. The book is divided in four parts: (a) a historical part, written by Vittorio Capecchi which helps us understand the changes in the relationship between mathematics and sociology by analyzing the mathematical models of Paul F. Lazarsfeld, the model of simulation and artificial societies, models of artificial neural network and considering all the changes in scientific paradigms considered; (b) a part coordinated by Pier Luigi Contucci on mathematical models that consider the relationship between the mathematical models that come from physics and linguistics to arrive at th...
3rd Edition
This updated third edition illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such a...
2007 - 2021 © eBooks-IT.org