Mathematics for 3D Game Programming and Computer Graphics, Third Edition
Autores
Parámetros
- 545 páginas
- 20 horas de lectura
Más información sobre el libro
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.
Compra de libros
Mathematics for 3D Game Programming and Computer Graphics, Third Edition, Eric Lengyel
- Idioma
- Publicado en
- 2013
- Encuadernación
- (Tapa dura),
- Estado del libro
- Bueno
- Precio
- 77,99 €
Métodos de pago
Nadie lo ha calificado todavía.
- Título
- Mathematics for 3D Game Programming and Computer Graphics, Third Edition
- Idioma
- Inglés
- Autores
- Eric Lengyel
- Editorial
- Cengage Learning PTR
- Publicado en
- 2013
- Formato
- Tapa dura
- Páginas
- 545
- ISBN10
- 1435458869
- ISBN13
- 9781435458864
- Serie
- Categorías
- Etiquetas
- Guías y Manuales, Ciencia, Juegos, Gráfica por computadora
- Descripción
- 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.



