Description

Book Synopsis

Expert Guidance on the Math Needed for 3D Game Programming
Developed from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.

New to the Third Edition
Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.

The Foundation for Successful 3D Programming
The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all th

Trade Review

Praise for Previous Editions:"It’s the book with all the math you need for games."
—Neil Kirby, Researcher, Alcatel-Lucent

"Even though I’ve worked with these systems for years, this book showed me new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful—it gives them a solid background in pretty much every area they need to understand."
—Peter Lipson, Toys for Bob, Inc.



Table of Contents

Representing Real Numbers. Vectors and Points. Linear Transformations and Matrices. Affine Transformations. Orientation Representation. Interpolation. Viewing and Projection. Geometry and Programmable Shading. Lighting. Rasterization. Random Numbers. Intersection Testing. Rigid-Body Dynamics.

Essential Mathematics for Games and Interactive

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    £99.75

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    RRP £105.00 – you save £5.25 (5%)

    Order before 4pm tomorrow for delivery by Wed 10 Jun 2026.

    A Hardback by James M. Van Verth, Lars M. Bishop

    1 in stock


      View other formats and editions of Essential Mathematics for Games and Interactive by James M. Van Verth

      Publisher: Apple Academic Press Inc.
      Publication Date: 1/26/2015 12:08:00 AM
      ISBN13: 9781482250923, 978-1482250923
      ISBN10: 1482250926

      Description

      Book Synopsis

      Expert Guidance on the Math Needed for 3D Game Programming
      Developed from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.

      New to the Third Edition
      Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.

      The Foundation for Successful 3D Programming
      The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all th

      Trade Review

      Praise for Previous Editions:"It’s the book with all the math you need for games."
      —Neil Kirby, Researcher, Alcatel-Lucent

      "Even though I’ve worked with these systems for years, this book showed me new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful—it gives them a solid background in pretty much every area they need to understand."
      —Peter Lipson, Toys for Bob, Inc.



      Table of Contents

      Representing Real Numbers. Vectors and Points. Linear Transformations and Matrices. Affine Transformations. Orientation Representation. Interpolation. Viewing and Projection. Geometry and Programmable Shading. Lighting. Rasterization. Random Numbers. Intersection Testing. Rigid-Body Dynamics.

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