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Product details
File Size: 259963 KB
Print Length: 846 pages
Publisher: A K Peters/CRC Press; 2 edition (November 2, 2011)
Publication Date: November 2, 2011
Sold by: Amazon Digital Services LLC
Language: English
ASIN: B008KZU548
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Amazon Best Sellers Rank:
#330,901 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
I'm about 2/3 through this book now, and I've found it very helpful. The explanations are good, and what I particularly like is how he illustrates most of the topics with pictures and graphs, explaining the relevance to rendering graphics in games. Unlike most math books and courses I've taken, I'm not left wondering "what the heck relevance does THIS have?" every time I turn a page. He also does provide C++ code game graphics rendering at the end of most topics. The code is very useful, and well explained. I can definitely see myself using some of it in future projects.I don't want to kid anyone though, this material is complicated, and if you struggle with math, or don't have a math background (some advanced high school classes or college math) then you may find this book a bit much.
I have received the book last week and the condition that I've received it in led me to writing my first book review on amazon. I've order the book on Feb 5th, 2019 and received it on Feb 11th, 2019. The review is for "3D Math Primer for Graphics and Game Development, 2nd Edition" by Fletcher Dunn, Ian Parberry published by CRC Press (November 2, 2011). Note that my rating of 1-star is only for the print condition of the book not the contents. The book was advertised as hardcover and the condition does not resemble any professional hardcover book I've ever owned. At almost $70 price tag you expect nothing but quality that would reflect the content inside. Sadly this is not the case here. The print quality is low, text is readable but seems to be in some sort of gray shading rather than crisp black letters. Binding is a joke. I would expect a hardcover book to have a cloth spine binding that would hold the pages for many years to come. The books seems like a cheap paperback edition glued in a hardcover casing. When turning the pages you literally just wait for one of them to come off. It is impossible to have to book lay flat on the table which is what a decent hardcover edition should be able to do. I've also attached some pictures of "Game Engine Architecture, 3rd Edition" by Jason Gregory for comparison. Both are done by CRC Press, however only "Game Engine Architecture" gets a decent hardcover treatment. Notice the cloth spine binding in "Game Engine Architecture", which is I've come to expect from any book that titles itself as a hardcover edition. Seems like "3d Math Primer for Graphics and Game Development" is just another example of the print quality the professional field of computer graphics is getting nowadays (see the reviews on print quality of "Real-Time Rendering, Fourth Edition 4th Edition" , which btw is also published by CRC Press, or "Physically Based Rendering: From Theory to Implementation, 3rd Edition" published by Morgan Kaufmann). Also it's just sad to see how the authors get rewarded for their hard work only to see their work get published in such way. Well it's the 21st century way I guess where quality and customer satisfaction is the thing of the ancient past remembered only by the last few. Obviously my book is going back to amazon, I would like to order another copy but given the print quality provided by CRC Press I would rather not. Shame, because I really did want to have this book on my bookshelf, but having it in this condition would not make any joy to look at or read.
Having recently purchased this book based on a recommendation, i was looking forward to the opportunity to compare it to another book I had previously purchased, Eric Lengyel's "Mathematics for 3D Game Programming and Computer Graphics". Lengyel's book is a math book, for mathematicians, and not a book written with the intent of teaching someone new material. This is not to say its a bad book, in fact its quite amazing, but it requires a more substantial math background to benefit from it.This book on the other hand presents the material using practical application, without losing the abstract principles that are traditionally taught in a math class. Having never taken college level calculus or linear algebra, I find this book an amazing resource for self teaching, and I highly recommend it to anyone dedicated enough to teach themselves.
When I was younger I could not image how I would ever use trig and so I did not focus on it much. As a game developer it is something I use every single day and with the constant use my weakness in this area has been a hurdle. This book has helped a great deal in shoring up this weakness and having a greater understanding of the math needed to be an effective game developer.The concepts are clearly explained and the writer has a nice conversational style that does not become too chatty. He quickly moves to the meat of the subject and each concept builds on the previous for greater understanding. The book was not nearly as tedious as I feared it would be and I actually found my self becoming absorbed in the material.This book is exactly what it claims to be; a primer in 3D math. It is not a all encompassing reference but does a good job explaining and building on the basics. Exactly what I needed.
What a book, never had a better math course! I wish I had it in school...
I have been trying to learn game development and programming for almost a year as a hobby and can kind of get by knowing different concepts and properties. I thought this book would really help me understand concepts at a deeper level and allow me to use critical thinking to solve problems using these "basics".Some parts of the book were really fast-reading, while others slowed me down to a halt with the math and programming. There were two parts in the book that it was getting hard and I had to skip to the next chapter where it wasn't quite as deep. the last chapters on matrices and quaternions were the two that stick out in my mind.It is great that it gets into more detail with those areas, but a little frustrating if you haven't studied very much linear algebra. I will be re-reading those sections again after a little time has passed.It covers matrices, vectors, and rotations in more details, while it skims over more advanced concepts such as binary space partition trees and inverse kinematics. It gives some good book references at the end if you are interested in books further.It was a great foundational book in my opinion.
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