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Whether you're a hobbyist or a budding game design pro, your objective is probably the same: To create the coolest games possible using today's increasingly sophisticated technology. To do that, however, you need to understand some basic math and physics concepts. Not to worry: You don't need to go to night school if you get this handy guide! Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion you need to improve your level of game development. Each chapter includes exercises to make the learning stick, and Visualization Experience sections are sprinkled throughout that walk you through a demo of the chapter's content. By the end of the volume, you'll have a thorough understanding of all of the math and physics concepts, principles, and formulas you need to control and enhance your user's gaming experience.
- Sales Rank: #988235 in Books
- Published on: 2004-04-01
- Original language: English
- Number of items: 1
- Dimensions: 9.20" h x 1.10" w x 7.30" l, 1.90 pounds
- Binding: Paperback
- 504 pages
From the Inside Flap
"The book is very well written; the author does an excellent job of explaining the concepts and walking the reader through the various terms and applications of math and physics for the 3-D world."
Bill Galbreath
Program Manager for Digital Media, Full Sail Real World Education
"There are several other books covering game-specific math and physics on the shelves. Those books focus on intermediate to advanced issues that might be too complex for those learning the basics. This book focuses on topics that are foundational in the area of math and physics that the other books tend to assume the reader already understands."
David Astle
Executive Producer, GameDev.net
"I could see myself using this book with my students when I'm doing introductory game design and programming. The content is well organized, lucidly presented, and written at a good level for students who lack the basic math and/or physics background."
Harvey Duff
Department Head[md]Computer Technology, Jasper Place High School, Edmonton, Alberta, Canada
"New developers and students in math/physics will find the topics covered a good start. The topics are covered quite comprehensively to make the book easy to pick up and read. The exercises and examples are also helpful tools."
Gianfranco Berardi
Computer Science Student, DePaul University
"This book is an excellent practical introduction to game math and physics. The author has an interesting visual approach to trigonometry and matrix arithmetic, which makes it an entertaining read. There’s a good mix of theoretical insight (described in an unusually useful visual style) and practical advice."
Richard Jones
Director, Merjis Ltd.
From the Back Cover
Whether you're a hobbyist or a budding game design pro, your objective is probably the same: To create the coolest games possible using today's increasingly sophisticated technology. To do that, however, you need to understand some basic math and physics concepts. Not to worry: You don't need to go to night school if you get this handy guide! Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion you need to improve your level of game development. Each chapter includes exercises to make the learning stick, and Visualization Experience sections are sprinkled throughout that walk you through a demo of the chapter's content. By the end of the volume, you'll have a thorough understanding of all of the math and physics concepts, principles, and formulas you need to control and enhance your user's gaming experience.
About the Author
Wendy Stahler was the first course director of the Game Design and Development Program at Full Sail Real World Education in Orlando, Florida. During her six years at Full Sail, she concentrated much of her time toward developing the math and physics curriculum. Wendy is also an adjunct professor at Rollins College in the IT department, and just recently took on her next challenge of IT training in the corporate world. Wendy graduated from Rollins College earning an Honors B.A. in Mathematics with a concentration in Computer Science and an MA in Corporate Communication and Technology, graduating with honors.
Most helpful customer reviews
6 of 6 people found the following review helpful.
Fundamentals of Math and Physics for Game Programmers
By Kate L. Melanson
Well I decided to write a review out of frustration. I'm currently reviewing the book Fundamentals of Math and Physics for Game Programmers.
I'm on roughly chapter nine of the book and I have to warn everyone about a few things:
There are multiple errors in almost every chapter
Some of the self-assessment material is incorrect in the answer keys
Some programming examples are wrong
Very light mention of core material without examples
The exercises provide no solutions
I had to get this book for school so you can probably see why I'm a little frustrated. Here's what I did as should you if you know how to code or at least want to be able to check your answers:
For every type of question either write a program or find a program that will solve the equation for you. Mathway.com works well or Bagatrix software.
Take multiple tests on the material. I also used Bagatrix for this.
Use the Windows API to test your math and make sure it works in programs. Programs aren't wrong if you program them right :P
Compile their test code to make sure it's functional.
Find other books to confirm examples in this book.
0 of 0 people found the following review helpful.
Bullet Physics
By amazon_jp_customer
[[VIDEOID:53c2dafa07c3cbe04fcb2cf9eb5761d]] I was attracted to the source code of billiards.
I bought the Japanese version, in the bookstore.
Rigid considering the rotation. To confirm it. Build. Run. Video shooting of Monitor.
Looking at the step-by-step movement of the target ball frame by frame on the screen.
The movement of the target ball was able to be confirmed. The source code of the CDROM is beneficial.
7 of 8 people found the following review helpful.
Good book, but lots of errors
By Will
This book was my textbook for a class. The book is well written and the author explains the concepts pretty well, my biggest problem is the errors. A lot of the answers in the back of the book are wrong. Since this was for a class we focused on the problems that did not have answers in the back of the book, but when you are trying to work through one of them as an example it can be difficult. We found at least 2 every week. Since I had a teacher it was not a big deal, but for those who are buying this book to study on their own it could be a bigger problem. I've seen other reviewers mark this up to human error, but when you are writing a book to educate you have to try to cut out errors like this and if it was maybe one or two fine, but there are a few.
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