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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.
- Suitable for advanced game programmers.
- Provides new or enhanced coverage of concatenation, animation, moving from quaternions to matrices and matrices to quaternions, cameras, and ray tracing in relation to translation.
- Provides explanations of the mathematics involved in current 3D game engines.
- Topics are treated conceptually, so the reader gets the basic story, mathematically, of how a given effect is achieved, and the story is told in practical, game-oriented terms.
- Numerous examples illustrate how events are coded and what results.
1. The Rendering Pipeline.
5. 3D Engine Geometry.
6. Ray Tracing.
8. Visibility Determination.
9. Collision Detection.
10. Polygonal Techniques.
12. Linear Physics.
13. Rotational Physics.
14. Fluid Simulation.
15. Numerical Methods.
16. Curves and Surfaces.
Appendix A: Complex Numbers.
Appendix B: Trigonometry Reference.
Appendix C: Coordinate Systems.
Appendix D: Taylor Series.
Appendix E: Answers to Exercises.