|09 September 2003||#2|
Los Angeles, USA
Join Date: May 2003
The Main Books for 3D Gaming:
Real Time Rendering - Thomas Moller
A good book for intersection testing, collision detection but that's about it.
3D Game Engine Design - Dave Eberly
Same thing here, but his mathematical notation is whack and confusing. The book is slightly outdated now too.
Computer Graphics - James Foley
You must have this book. It's for general computer graphics and not specifically aimed at gaming, and it's quite outdated as well, but the Visible Surface Determination chapter and a few others are worth the price of the book.
Graphics Gems Series:
Not for everybody. Has a whole slew of things from AI, collision detection, performance issues, and even dithering algorithms. Covers more than just 3D graphics for games, so alot of it is useless.
Game Programming Gems Series:
Not that super useful. General stuff. After the first book I didn't bother ordering the rest. The first book had an article on scripting languages for games that I thought was OK, but after using Entity Scripting for the Serious Sam engine, I'm not a big fan of scripting anymore .
3D Games - Watt Policarpo (not to be confused with our Policarpo though)
No comment .
So just get the Moller, Eberly and Foley books. Those shall keep you busy for a while.
|09 September 2003||#3|
Shader Writer / TD
Join Date: Jan 2003
As a general mathematics book
Engineering Mathematics by K.A. Stroud covers pretty much everything you'd want to know (and some things you'd prefer not to).
It is not graphics related, but general maths which you may need - algebra, differential equations, trig etc.
There is also a Further Engineering Mathematics book I think.
Definitely not bed time reading though - unless you like going to bed with a headache
|09 September 2003||#4|
Riding the LWave
Software Eng/Freelance Graphics
Join Date: Aug 2002
On the cheaper end hop over to Flipcode.com and check out the 3D Geometry Primer and the Development Tutorials/Links sections. They line you up with a way more then enough to get you started. From there it's easy to find more complex math tuts on the net.
Shirow Project Webpage
|09 September 2003||#8|
Join Date: Sep 2002
Depending on what you're looking for Geometric Tools for Computer Graphics by Schneider and Eberly may be all you need. It covers alot of the smaller problems that you have to deal with in graphics. It's up to you to take that knowledge and build up solutions to more complex problems but the information in the book very good stuff.
|09 September 2003||#9|
Join Date: Jan 2002
Re: - Math and Algorithms
Quote: Originally posted by MysteryMan
I have a pretty good grasp on programming, but I'd like to become better at the math part. Any suggestions on some good sites/books that will teach the math and algorithms part?
Computer Graphics: Mathematical First Steps
by William Hall, Patricia Egerton, Pat Egerton
3D Math Primer for Graphics and Game Development
by Fletcher Dunn, Ian Parberry, Dr Ian Parberry
"Mathematical Elements for Computer Graphics"
by David F. Rogers, J. Alan Adams
"Nothing happens when you quit."
Last edited by KasunicJ : 09 September 2003 at 06:57 PM.
|01 January 2006||#10|
Join Date: Sep 2003
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