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Essential Mathematics for Games and Interactive Applications: A Programmer's Guide

AUTHOR: James M. Van Verth
ISBN: 155860863X

SHORT DESCRIPTION: Based on the authors' popular tutorials offered at the Game Developers Conference since 2000, this volume presents the core mathematics necessary for game development in the age of sophisticated 3D graphics. The CD-ROM contains code examples built...

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         Editorial Review

Essential Mathematics for Games and Interactive Applications: A Programmer's Guide
- Book Review,
by James M. Van Verth


Software Development, September 2004
Shelve it near your desk, next to your Foley and your Knuth. Highly recommended.


Review
"Fledgling graphics and games developers will find it a valuable introduction; experienced developers will find it an invaluable reference. Everything is here..." David Luebke, University of Virginia, co-author of Level of Detail for 3D Graphics

"...If you program graphics, let alone games, you need this book...Highly recommended."

--Rick Wayne in a review for Software Development Magazine


Book Description
"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 usefulit 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. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout.

*Covers concepts in sufficient detail for a programmer to understand the foundations of 3D without feeling overwhelmed by proofs and theory
*Companion CD-ROM with 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
*Provides guidance for students trying to understand how games are actually developed, including optimization techniques


From the Back Cover
"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 usefulit 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. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout.

Features
*Covers concepts in sufficient detail for a programmer to understand the foundations of 3D without feeling overwhelmed by proofs and theory
*Companion CD-ROM with 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
*Provides guidance for students trying to understand how games are actually developed, including optimization techniques

About the Authors
James M. Van Verth is a founding member of Red Storm Entertainment, a division of Ubi Soft, where he has been a lead engineer for six years. He has a B.A. in mathematics and computer science from Dartmouth College and M.S. degrees in computer science from the State University of New York at Buffalo and the University of North Carolina at Chapel Hill.

Lars M. Bishop is the CTO and software architect for Numerical Design Limited (NDL), where he has specialized in real-time 3D game rendering technologies for eight years. He holds a B.S. in mathematics and computer science from Brown University and an M.S. in computer science from the University of North Carolina at Chapel Hill.


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         Book Review

Essential Mathematics for Games and Interactive Applications: A Programmer's Guide
- Book Reviews,
by James M. Van Verth

Essential Mathematics for Games and Interactive Applications: A Programmer's Guide

FROM OUR EDITORS

The Barnes & Noble Review
You won￯﾿ᄑt get far with 3D graphics and game development without some serious math. This book makes the math far less daunting. You won￯﾿ᄑt just master the concepts; you￯﾿ᄑll see how the math￯﾿ᄑs actually applied, and how it affects the way your game renders and plays.

You￯﾿ᄑll 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￯﾿ᄑs 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￯﾿ᄑs 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.

ANNOTATION

Audience: Game programmers or aspiring game programmers that have not developed the necessary mathematical skills for modern game development.

FROM THE PUBLISHER

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. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout.

KEY FEATURES: Covers concepts in sufficient detail for a programmer to understand the foundations of 3D without feeling overwhelmed by proofs and theory Companion CD-ROM with 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 Provides guidance for students trying to understand how games are actually developed, including optimization techniques About the Authors:
James M. Van Verth is a founding member of Red Storm Entertainment, a division of Ubisoft, where he has been a lead engineer for six years. For the past five years he also has been a regular speaker at the Game Developers Conference, teaching the all-day tutorial "Essential Math for Programmers," on which this book is based. He began his game industry career at Virtus Corporation, working as a sound and graphics engineer for the title Tom Clancy: SSN. His first position at Red Storm was as project lead and designer of Tom Clancy's Politika, the first commercial Java game. This was followed by the land warfare game Force 21 where he acted as lead engineer, focusing on 3D graphics, vehicle physics, and pathfinding. His latest role at Red Storm is rendering technology lead for a well-known squad combat franchise. His background includes a B.A. in mathematics and computer science from Dartmouth College, an M.S. in computer science from the State University of New York at Buffalo, and a M.S. in computer science from the University of North Carolina at Chapel Hill. This is his first book.

Lars M. Bishop is the Chief Technology Officer for Numerical Design Limited (NDL). Since 1996, he has specialized in real-time 3D game rendering technologies at NDL. He was a founding member of the team that created NDL's popular NetImmerse and Gamebryo 3D game engines, which are used in over 50 games, such as Bethesda Softworks' Morrowind and Mythic Entertainment's Dark Age of Camelot. Lars is currently working on the development of next-generation NDL products, specifically 3D engines and tools for handheld devices. He holds a B.S. in mathematics and computer science from Brown University and a M.S. in computer science from the University of North Carolina at Chapel Hill.

WHAT PEOPLE ARE SAYING

Peter Lipson

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. — Toys for Bob, Inc.


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