Reddit Reddit reviews Essential Mathematics for Games and Interactive Applications: A Programmer's Guide, Second Edition

We found 11 Reddit comments about Essential Mathematics for Games and Interactive Applications: A Programmer's Guide, Second Edition. Here are the top ones, ranked by their Reddit score.

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Essential Mathematics for Games and Interactive Applications: A Programmer's Guide, Second Edition
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11 Reddit comments about Essential Mathematics for Games and Interactive Applications: A Programmer's Guide, Second Edition:

u/MrBushido2318 · 20 pointsr/gamedev

You have a long journey ahead of you, but here goes :D

Beginner

C++ Primer: One of the better introductory books.

The C++ Standard Template Library: A Tutorial and Reference: Goes over the standard template library in fantastic detail, a must if you're going to be spending a lot of time writing C++.

The C++ Programming Language: Now that you have a good idea of how C++ is used, it's time to go over it again. TCPPL is written by the language's creator and is intended as an introductory book for experienced programmers. That said I think it's best read once you're already comfortable with the language so that you can full appreciate his nuggets of wisdom.


Intermediate

Modern C++ Design: Covers how to write reusable C++ code and common design patterns. You can definitely have started game programming by the time you read this book, however it's definitely something you should have on your reading list.

C++ Templates: Touches on some similar material as Modern C++ Design, but will help you get to grips with C++ Template programming and how to write reusable code.

Effective C++: Practical advise about C++ do's and dont's. Again, this isn't mandatory knowledge for gamedev, but it's advice is definitely invaluable.

Design Patterns: Teaches you commonly used design patterns. Especially useful if you're working as part of a team as it gives you a common set of names for design patterns.

Advanced

C++ Concurrency in Action: Don't be put off by the fact I've put this as an "advanced" topic, it's more that you will get more benefit out of knowing the other subjects first. Concurrency in C++11 is pretty easy and this book is a fantastic guide for learning how its done.

Graphics Programming

OpenGL: A surprisingly well written specification in that it's pretty easy to understand! While it's probably not the best resource for learning OpenGL, it's definitely worth looking at. [edit: Mix it in with Open.gl and arcsynthesis's tutorials for practical examples and you're off to a good start!]

OpenGL Superbible: The OpenGL superbible is one of the best ways to learn modern OpenGL. Sadly this isn't saying much, in fact the only other book appears to be the "Orange Book", however my sources indicate that is terrible. So you're just going to have suck it up and learn from the OGL Superbible![edit: in retrospect, just stick to free tutorials I've linked above. You'll learn more from them, and be less confused by what is 3rd party code supplied by the book. Substitute the "rendering" techniques you would learn from a 3d book with a good 3d math book and realtime rendering (links below)]


Essential Mathematics for Game Programmers or 3D Math Primer for Graphics and Game Development: 3D programming involves a lot of math, these books cover topics that OpenGL/DirectX books tend to rush over.

Realtime Rendering: A graphics library independent explanation of a number of modern graphical techniques, very useful with teaching you inventive ways to use your newly found 3d graphical talents!

u/echelonIV · 4 pointsr/gamedev

I really liked this book: Essential Mathematics for Games

u/amonsch · 3 pointsr/gamedev

My personal favorite is Essential Mathematics for Games and interactive Applications. I covers the very basics, after that you can buy Real-Time Rendering.

u/indigodarkwolf · 2 pointsr/gamedev
u/shr0wm · 2 pointsr/gamedev

Here you go:

> Calculus is the foundation for modern math. Always a good thing to have.

> Linear Algebra is the foundation for 3d mathematics in games. Things such as perspective projection, arbitrary rotation, and more exotic things such as quaternions come around here.

> Essential Math for Games is a most excellent book that, after having built your mathematical foundation through the previous two books, provides you pretty much everything you need to know about making a 3d renderer, which is probably one of the most educational experiences that you can undergo in game development.

u/MagicBobert · 2 pointsr/gamedev

Essential Mathematics for Games and Interactive Applications should cover just about everything you might need.

u/dsuse15 · 1 pointr/gamedev

This has always been my favorite book on the subject:

Essential Mathematics for Games & Interactive Applications: A Programmers Guide

It explains in great detail the how, why and when of most mathematical concepts as they relate to gaming: core concepts, rendering, physics, lighting, shading, animation, etc. It comes with examples and code. It's awesome.