



Buy Terathon Software LLC Foundations of Game Engine Development, Volume 1: Mathematics by online on desertcart.ae at best prices. ✓ Fast and free shipping ✓ free returns ✓ cash on delivery available on eligible purchase. Review: di positivo ha che concentra in poche pagine, circa 180 reali, molti concetti e formule che altrimenti si trovano difficilmente esposte in modo altrettanto chiaro e conciso. La parte codice è solo discreta, nel senso che presenta solo le primitive (metodi per calcolare proiezioni, intersezioni etc) ma nessun esempio reale all'opera. Dato il tiro di "game development" almeno qualche esempio base sarebbe stato utile, come anche qualche declinazione più reale (invece di fermarsi a intersezioni piani-rette, perché non affrontare quelle mesh-raggio?) Ma tutto sommato raccomandato. Review: Incredible book! Loved all the algebra and the break down of variables, integers, and float values, excelent book for somone who just want to understand how render engine in games work that being a rasterized render engine as a posed to raytraceing which is not covered in this book but trust me 1 step at a time is better.
| Best Sellers Rank | #225,575 in Books ( See Top 100 in Books ) #595 in Software Design, Testing & Engineering #76,247 in Textbooks & Study Guides |
| Customer reviews | 4.7 4.7 out of 5 stars (222) |
| Dimensions | 19.05 x 1.19 x 23.5 cm |
| Edition | 1st |
| ISBN-10 | 0985811749 |
| ISBN-13 | 978-0985811747 |
| Item weight | 422 g |
| Language | English |
| Print length | 200 pages |
| Publisher | Terathon Software LLC |
C**N
di positivo ha che concentra in poche pagine, circa 180 reali, molti concetti e formule che altrimenti si trovano difficilmente esposte in modo altrettanto chiaro e conciso. La parte codice è solo discreta, nel senso che presenta solo le primitive (metodi per calcolare proiezioni, intersezioni etc) ma nessun esempio reale all'opera. Dato il tiro di "game development" almeno qualche esempio base sarebbe stato utile, come anche qualche declinazione più reale (invece di fermarsi a intersezioni piani-rette, perché non affrontare quelle mesh-raggio?) Ma tutto sommato raccomandato.
A**T
Incredible book! Loved all the algebra and the break down of variables, integers, and float values, excelent book for somone who just want to understand how render engine in games work that being a rasterized render engine as a posed to raytraceing which is not covered in this book but trust me 1 step at a time is better.
N**E
Will order the rest of the series!
J**L
Es un libro extraordinario, muy útil y práctico si conoces la materia para tener como referencia. A mi parecer está muy condensado como para aprender los fundamentos, pero como referencia es genial.
P**Y
Updated again...removed my speculative errata see the books official website for errata Update: I have read this book all the way through a couple times now and some sections I have read repeatedly. Over those readings I have come up with some good and not so good points about the book so here they are...in no particular order... The good: 1) This book is like a Lego set for 3D math. It starts with some basic pieces, then uses those pieces to build interesting 3D math parts, then uses those large pieces to build even more exotic math. Then it breaks them all down, and puts them back together to build Grassman/geometric algebra. 2) The book can be educational on multiple levels, meaning that on first glance it is introducing basic stuff that you see in every book, but upon rereading I found an entire new level of detail that I missed on the first pass that aided insights to the underlying topics. 3) All the stuff in the original review below. update...the books official website now has errata (thank you) Not so good: 1) Some of the questions in the exercises refer to material that hasn't been introduced yet. Like question 7 in chapter one refer's to planes which aren't introduced until chapter 3. There are a few place in the book this happens. Not that big a deal but still... 2) The book doesn't introduce things like converting a projection to a matrix, instead it is left as an exercise, but later in the book it uses the answer to that exercise like it was introduced. There a handful of places where the expertly crafted dialog that builds between the author and the reader break down because things like this. No matter how you slice it, this is still a 5 star book. Original review: Well edited, easy to read, and easy to follow. I'm looking forward to the next volume. This is the kind of book that keeps me passionate about computer graphics by presenting current up to date material without a bunch of redundancy. It also offers a tantalizing look into grassman/geometric algebra complete with enough implementation details to start putting the theory to use. I'm hoping the author will continue to explore this area in the other volumes of the book. (using the wedge operator with sphere's in particular) If there is anything I didn't really care for its that I felt like I was being led somewhere with the overall structure of the book and the code listings that it includes. But at the end of the book it seemed like some of these ideas were either just dropped or left up to the reader to conjure from the tables. The author recommends reading chapter 3 for experienced readers, but I would suggest starting in chapter 2, if you start falling asleep go to chapter 3 if you are lost go back to chapter 1, if chapter 1 is confusing then...segmentation fault, core dumped
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