Mathematics for 3D Game Programming and Computer Graphics, Third Edition
Auteurs
Paramètres
- 545pages
- 20 heures de lecture
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Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.
Achat du livre
Mathematics for 3D Game Programming and Computer Graphics, Third Edition, Eric Lengyel
- Langue
- Année de publication
- 2013
- Reliure
- (rigide),
- État du livre
- Bon
- Prix
- 77,99 €
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- Titre
- Mathematics for 3D Game Programming and Computer Graphics, Third Edition
- Langue
- Anglais
- Auteurs
- Eric Lengyel
- Éditeur
- Cengage Learning PTR
- Publié
- 2013
- Format
- rigide
- Pages
- 545
- ISBN10
- 1435458869
- ISBN13
- 9781435458864
- Séries
- Catégories
- Mots clés
- Manuels et guides, Science, Jeux, Graphisme informatique
- Description
- Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.



