Title
Mathematics For 3D Game Programming And Computer Graphics, Second Edition
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This Completely Updated Second Edition Illustrates The Mathematical Concepts That A Game Programmer Would Need To Develop A Professionalquality 3D Engine. Although The Book Is Geared Toward Applications In Game Development, Many Of The Topics Appeal To General Interests In 3D Graphics. 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 Game 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 As Trigonometric Identities, Differential Equations, And Taylor Series.
⚠️ 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 five hundred seventy-six pages. It covers essential mathematical concepts for game programming and graphics.
- Q: What are the dimensions of this book? A: The book measures seven point five two inches in length, one point five inches in width, and nine point five inches in height. These dimensions make it a standard-sized hardcover book.
- Q: What type of binding does this book have? A: This book is bound in hardcover. The durable binding is designed for longevity, making it suitable for frequent use.
- Q: What topics does this book cover? A: This book covers mathematical concepts essential for developing a professional-quality 3D engine. It includes vector geometry, linear algebra, and advanced game programming topics.
- Q: Who is the author of this book? A: The author of this book is Eric Lengyel. He is known for his expertise in game programming and computer graphics.
- Q: What level of math knowledge is required to understand this book? A: A working knowledge of trigonometry and calculus is assumed. The book also reviews important tools used from these disciplines.
- Q: Is this book suitable for beginners? A: Yes, this book starts at a fairly basic level. It gradually progresses to more advanced topics, making it accessible for beginners.
- Q: Can this book be used for self-study? A: Yes, this book is suitable for self-study. It explains concepts clearly and includes derivations to ensure understanding.
- Q: Is this book focused only on game programming? A: No, while it is geared toward game development, many topics appeal to general interests in 3D graphics. It provides a broader perspective on the subject.
- Q: How should I care for this book? A: To keep this book in good condition, store it upright on a shelf and avoid exposure to moisture. Handle it gently to prevent damage to the binding.
- Q: Is this book safe for children? A: Yes, the content is educational and focuses on mathematics and programming. However, parental guidance is recommended for younger readers.
- Q: What if the book arrives damaged? A: If the book arrives damaged, you should contact the seller for a return or replacement. Most sellers have policies for damaged items.
- Q: Where can I purchase this book? A: This book is available for purchase through various online retailers and bookstores. Check listings for availability and pricing.
- Q: Is there a digital version of this book available? A: Yes, a digital version may be available. Check major e-book platforms for options.
- Q: Does this book include exercises or problems? A: Yes, the book includes exercises to reinforce the concepts covered. These help in practicing the mathematical techniques discussed.