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3D Game Math

Started by torquel Dec 16, 2001 at 12:36 AM 1 replies 300+ views
Original Post
torquel
torquel
Whats a good book to purchase that teaches you most of the 3D mathematics needed in 3d game engine design? I''ve tried to find some decent ones but I can''t seem to find one. Most "assume" that you have calc experience, or whatnot. If anyone could help I''de be most appreciative. I''m just trying to do some research on how 3D games work on the inside, rather then letting an API do it for me, but even if you are using an API you still need to know a lot about vectors, transformations, and all that.
torquel
Shannon Barber
Shannon Barber
I was going to recommend "3D Game Engine Design", by David H. Eberly, but it is rather math intensive - calc3 would be insufficent to understand all the material It does come with a CD chuck-full of source code, and discusses the algorithms needed in the book. The mathematics involved are presented in a dense form... if you don''t understand how to read the equations, it could be difficult to figure out how they relate to the text.

I actually found it in stock at Barnes & Nobles, so you could take a look at it before you think about buying it.

The key problem here, is the math involved in 3D Video Games, isn''t 3D. It''s 7D. dx,dy,dz, dxy,dyz,dzx, dt. That''s why the math is so complicated. Where-ever you can, you reduce those dimension to as few as possible to make the solutions easier - the rotation is often first to go (dxy, dyz, dzx), and you''re left with 4D problems. Collision detection between moving objects is somewhat involved.

P.S. The d means ''the change in ___''

Magmai Kai Holmlor

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python_regious
python_regious
Mathematics For Computer Graphics Applications is a good book. Easy to understand, loads of exersises to test yourself on, although it doesn''t go up to the level that 3D Game Engine Design does.
If at first you don't succeed, redefine success.

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