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What Primer Books Should I read?

Started by January 07, 2003 11:03 PM
2 comments, last by iwilld0it 21 years, 10 months ago
I am quite interested in getting more involved with Direct-x programming, now that there is support for VB.NET. However, I know nothing about vectors, matrices, and the whole 9-yards. I dont even know where to begin learning that stuff. Can anyone recommend a good math book, particularly geared towards 3d + 2d geometry (transformations, scaleing, and the whole 9-yards. It would be especially helpful if the book is geared towards programmers in mind. I look at the direct-x library and realize that I cant use the the objects if I do not understand the math behind it. I do have Microsoft Visual Basic Game Programming w/ Direct-x but the book assumes that you understand the math principles. [edited by - iwilld0it on January 7, 2003 12:04:27 AM]
Look into college geometry and linear algebra textbooks.
"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." — Brian W. Kernighan
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Here is linke to an entire course on vectors/matrix algebra. http://www.sosmath.com/matrix/matrix.html
Well, I purchased a 1200 page book called, "Engineering Mathematics". It has everything from arithmetic to high level college mathematics. A definate "all-in-one" guide to mathematics. I would first pick up this book, and then read it from front to back. Unfortunately, it uses British mathematical syntax which actually has some differences from American mathematical syntax. Very few differences though. This will give you the engineering-level mathematical skill needed to understand how everything works. Then, I would recommend picking up some books that are for post-graduate mathematics majors. I would probably recommend things that go a little deeper into geometry, trigonometry, matrices and transformations, and some stuff on vectors.

Once you are comfortable with your mathematical skills, then I would suggest picking up books that look into different mathematical formulas that pertain to graphics programming. Graphical functions can be explained in mathematical terms, but it looks horribly complex most of the time. Though, most of the time, the equations look complex because of the horrible math syntax that exists in the world. It''s like they make it so ugly just to scare people away.

If you read all of that stuff, then you will have no problem with the theory involved in 2d/3d graphics programming. In fact, you would be a mathematician at that point. Then again, that is about what it takes if you are serious about graphics programming. Otherwise, you will merely be copying what other people do like the rest of the hacks. What happens when you come across something that an answer does not exist for yet? You will need the ability to develop an answer yourself. If you are serious about graphics programming, then you would be willing to take the time to learn all of this.

In the mean time, try your best to understand things enough to get an idea of how to use them.

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