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๐Ÿ“

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

โœ Scribed by James M. Van Verth, Lars M. Bishop


Year
2004
Tongue
English
Leaves
711
Edition
1
Category
Library

โฌ‡  Acquire This Volume

No coin nor oath required. For personal study only.

โœฆ Synopsis


This is a great book, however, with the Kindle version being priced only 5 dollars less than the hardcover, one would expect that you would get the same value.

However, you do not, as the CD-ROM that is included with hardcover is not included with the kindle edition. This is an issue, when for instance, you look up line segment to line segment, and find out that source code isn't listed in the book to save space. This doesn't make the book worthless, but it makes it pretty worthless.

If you are thinking about getting the Kindle edition - don't. Get the hardcover edition instead.


๐Ÿ“œ SIMILAR VOLUMES


Essential Mathematics for Games and Inte
โœ James M. Van Verth, Lars M. Bishop ๐Ÿ“‚ Library ๐Ÿ“… 2004 ๐Ÿ› Morgan Kaufmann ๐ŸŒ English

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 manipulat

Essential Mathematics for Games and Inte
โœ James M. Van Verth, Lars M. Bishop ๐Ÿ“‚ Library ๐Ÿ“… 2008 ๐Ÿ› Morgan Kaufmann ๐ŸŒ English

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 c

Essential Mathematics for Games and Inte
โœ James M. Van Verth, Lars M. Bishop ๐Ÿ“‚ Library ๐Ÿ“… 2008 ๐Ÿ› Morgan Kaufmann ๐ŸŒ English

As a novice game programming hobbyist, I've written applications using the DirectX SDK to render 3D visuals without really understanding what's happening behind the scenes. Applying a transformation matrix to a model and illuminating it with a spotlight just seemed to be magic beyond my understandin

Essential Mathematics for Games and Inte
โœ Kaufmann M. ๐Ÿ“‚ Library ๐ŸŒ English

Elsevier, 2004. - 711 pages.<div class="bb-sep"></div>"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 mu