Essential Mathematics For Games And Interactive Applications: A Programmer'S Guide (The Morgan Kaufmann Series In Interactive 3D

Essential Mathematics For Games And Interactive Applications: A Programmer'S Guide (The Morgan Kaufmann Series In Interactive 3D

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SKU: SONG155860863X
UPC: 9781558608634
Brand: Crc Press
Condition: Used
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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.

⚠️ WARNING (California Proposition 65):

This product may contain chemicals known to the State of California to cause cancer, birth defects, or other reproductive harm.

For more information, please visit www.P65Warnings.ca.gov.

  • Q: How many pages does this book have? A: This book has six hundred seventy-six pages. It's comprehensive, covering essential mathematics for games and interactive applications.
  • Q: What is the binding type of this book? A: The book is bound in hardcover. This provides durability and a professional appearance for library or personal use.
  • Q: What are the dimensions of this book? A: The dimensions of the book are seven point zero one inches in length, one point two six inches in width, and nine point two five inches in height.
  • Q: Who is the author of this book? A: The author of this book is James M. Van Verth. He is known for his expertise in mathematics applied to game development.
  • Q: What is the target audience for this book? A: This book is suitable for both beginners and experienced programmers. It provides foundational concepts essential for understanding 3D programming.
  • Q: Can I use this book for self-study? A: Yes, this book is excellent for self-study. It includes tutorials and examples that guide readers through complex topics in mathematics.
  • Q: How should I store this book? A: Store this book in a cool, dry place, standing upright on a shelf. This helps preserve the binding and pages.
  • Q: Is this book appropriate for children? A: Yes, this book is appropriate for older children interested in programming. It provides useful information on 3D graphics and simulations.
  • Q: How do I care for this book? A: To care for this book, avoid exposure to direct sunlight and moisture. Use a soft cloth to clean the cover gently.
  • Q: What programming topics does this book cover? A: The book covers linear algebra, matrix manipulation, texture filtering, and game physics, essential for 3D game development.
  • Q: Does this book include optimization guidance? A: Yes, the book includes optimization guidance throughout. It aims to enhance the efficiency of programming practices in 3D development.
  • Q: Is this book suitable for professional developers? A: Yes, this book is suitable for professional developers. It provides advanced insights and practical applications for experienced programmers.
  • Q: What kind of mathematics is emphasized in this book? A: The book emphasizes core mathematics, particularly linear algebra and its applications in 3D graphics.
  • Q: Can this book help with game physics understanding? A: Yes, this book is designed to help readers understand basic game physics. It provides a solid foundation for further exploration.
  • Q: Is there a digital version of this book available? A: The listing specifies this book as a digital product. Please check the retailer for availability in digital formats.

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