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3D Math Primer for Graphics and Game Development
by Fletcher Dunn, Ian Parberry
Published June 2002
List Price: $49.95, Your Amazon.com Price: $32.97
Average rating:
Amazon Sales Rank: 10,458

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Summary
Covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. Illustrates how to put the techniques into practice, and exercises at the end of each chapter help reinforce the concepts.


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Staff Reviews
The authors state early on that this book is intended as the first book an aspiring game programmer should read, and I would agree that for the most part it lives up to that goal. Many 3D game programming books include math primers covering a chapter or two, but really, 3D math is a huge topic deserving an entire volume. This book provides a great service, then, in that it thoroughly covers most of the basic topics that graphics programmers need to know, in a tutorial style that should be accessible to all beginners. Hopefully, we’ll start to see more game programming books that focus on their core material and defer coverage of 3D math to books like this one rather than trying to pack unavoidably incomplete coverage into a few dozen pages.

So, what exactly does it cover? It starts off with a couple of chapters on coordinate systems, and then spends three chapters on vectors, followed by another three chapters on matrices and transformations. It then covers orientation, comparing matrix, Euler angle, and quaternion representations (including one of most clear explanations of quaternions that I’ve encountered), before diving into several chapters covering geometric primitives, including detailed coverage of working with triangle meshes.

The book closes with a chapter applying 3D math to graphics in areas such as lighting, fog, coordinates spaces, LOD, culling and clipping, and so on, and another chapter on visibility determination, touching on things like quad- and octrees, BSP trees, PVS, and portal techniques. The explanations in these chapters are much less complete, taking more of an overview approach. Others have criticized the book for this, but I feel that an overview is appropriate, since it then sets the stage for these topics to be covered in detail in other game programming books.

I’d definitely recommend this book to anyone just getting started with game and graphics programming.



Member Reviews
I can't say anything bad about this book, even easy to understand for german readers.


Great. Understandable images, clear explanation are two features I like most.

Fletcher & Ian start at a very basic thing, then guide you step-by-step over images or short(but clear, and suitable) explanation. I can understand what a Transormation Matrix or a use of 4D vectors just from 2D examples.

If you are need a quick course, this book is also suitable for you.


this is THE book for learning the basic maths you need to understand what you are doing with opengl/directx, also with this book you we'll be able to perform almost any kind of "camera dealing", and basic collisions....

its for begginers.
this plus "mathematics for 3d game programming & comp graphics" is all you need to know about gamemath to star writing a game (not a zelda or ff hehe )


I bought this book as a sophomore in highschool, when I began my journey learning C++. It's great for someone about my level, with prior knowledge of Algebra and Geometry. It starts off with 2D coordinate planes, then makes it's way to 3D coordinates. It then gradually goes through the rest of the book, in a nice way that's a great read, and reference. Highschool math should be considered though, I was lost at times because I forgot some things from my math classes. If you don't have at least geometry under your belt, consider a regular math book to go along with this.


A book that explains concepts as clearly as this is a rare find indeed! Thoroughly recommended for anyone who wants to start in 3d programming and has found other books on the subject rather daunting. I never knew counting dead sheep could be so entertaining!





An excellent book if your alittle blow away by the math required for Graphics Programming books. Read this just after a C++ intro book and just before a DirectX or OpenGL intro text.



Be aware that the math you will already need to know, may be found complicated by some, such as Trigonometry, Pythagoras Thereom etc. But if you are already familiar with Linear Algebra this book will carry you through the more advanced topics itself.



Im currently 15 and nearing the end of my GCSE Mathematics. I didn't find it at all complicated to get started in this book, and the clear and concise nature of the authors made it easy for me to develop an understanding of what the British curriculum hasn't tought me yet.



I give this text 10 out of 10 (bearing in mind the later chapters that are alittle skecthy) because it does exactly what it says on the cover.








This is the book to start learning game programming. Highly recommended !
- Wolf


This is the book to get if you are interested in programming games. It explains 3D graphics theory very well. I had first tried to learn game programming from a Direct3D book and I learned the how but not the why, this book is the why. And again I would highly recomend it anyone starting game programming.


This book is really great !

It asumes you know sin() cos() and the sort .. but thats about it !

Begining 3D programers - Buy this book before any grapich book !

All times are ET (US)


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Full details
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