Expert choice for game mathematics
When you want to find game mathematics, you may need to consider between many choices. Finding the best game mathematics is not an easy task. In this post, we create a very short list about top 10 the best game mathematics for you. You can check detail product features, product specifications and also our voting for each product. Let’s start with following top 10 game mathematics:
1. Essential Mathematics for Games and Interactive Applications
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A K Peters LtdDescription
Expert Guidance on the Math Needed for 3D Game Programming
Developed from the authors popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.
New to the Third Edition
Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.
The Foundation for Successful 3D Programming
The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.
An Introduction to Creating Real and Active Virtual Worlds
This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.
Web Resource
A supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors GDC tutorials.
2. Mathematics for 3D Game Programming and Computer Graphics, Third Edition
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Used Book in Good ConditionDescription
This updated third edition illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series.The third edition expands upon topics that include projections, shadows, physics, cloth simulation, and numerical methods. All of the illustrations have been updated, and the shader code has been updated to the latest high-level shading language specifications.
3. Foundations of Game Engine Development, Volume 1: Mathematics
Description
The first volume of Foundations of Game Engine Development discusses the mathematics needed by engineers who work on games or other types of virtual simulations. The book begins with conventional treatments of topics such as linear algebra, transforms, and geometry. Then, it introduces Grassmann algebra and geometric algebra to provide a much deeper understanding of the subject matter and highlight the places where traditional arithmetic with vectors, matrices, quaternions, etc., isn't quite correct. Includes exercises.- Chapter 1: Vectors and Matrices
- 1.1 Vector Fundamentals
- 1.2 Basic Vector Operations
- 1.2.1 Magnitude and Scalar Multiplication
- 1.2.2 Addition and Subtraction
- 1.3 Matrix Fundamentals
- 1.4 Basic Matrix Operations
- 1.4.1 Addition, Subtraction, and Scalar Multiplication
- 1.4.2 Matrix Multiplication
- 1.5 Vector Multiplication
- 1.5.1 Dot Product
- 1.5.2 Cross Product
- 1.5.3 Scalar Triple Product
- 1.6 Vector Projection
- 1.7 Matrix Inversion
- 1.7.1 Identity Matrices
- 1.7.2 Determinants
- 1.7.3 Elementary Matrices
- 1.7.4 Inverse Calculation
- 1.7.5 Inverses of Small Matrices
- Chapter 2: Transforms
- 2.1 Coordinate Spaces
- 2.1.1 Transformation Matrices
- 2.1.2 Orthogonal Transforms
- 2.1.3 Transform Composition
- 2.2 Rotations
- 2.2.1 Rotation About a Coordinate Axis
- 2.2.2 Rotation About an Arbitrary Axis
- 2.3 Reflections
- 2.4 Scales
- 2.5 Skews
- 2.6 Homogeneous Coordinates
- 2.7 Quaternions
- 2.7.1 Quaternion Fundamentals
- 2.7.2 Rotations With Quaternions
- Chapter 3: Geometry
- 3.1 Triangle Meshes
- 3.2 Normal Vectors
- 3.2.1 Calculating Normal Vectors
- 3.2.2 Transforming Normal Vectors
- 3.3 Lines and Rays
- 3.3.1 Parametric Lines
- 3.3.2 Distance Between a Point and a Line
- 3.3.3 Distance Between Two Lines
- 3.4 Planes
- 3.4.1 Implicit Planes
- 3.4.2 Distance Between a Point and a Plane
- 3.4.3 Reflection Through a Plane
- 3.4.4 Intersection of a Line and a Plane
- 3.4.5 Intersection of Three Planes
- 3.4.6 Intersection of Two Planes
- 3.4.7 Transforming Planes
- 3.5 Plcker Coordinates
- 3.5.1 Implicit Lines
- 3.5.2 Homogeneous Formulas
- 3.5.3 Transforming Lines
- Chapter 4: Advanced Algebra
- 4.1 Grassmann Algebra
- 4.1.1 Wedge Product
- 4.1.2 Bivectors
- 4.1.3 Trivectors
- 4.1.4 Algebraic Structure
- 4.1.5 Complements
- 4.1.6 Antivectors
- 4.1.7 Antiwedge Product
- 4.2 Projective Geometry
- 4.2.1 Lines
- 4.2.2 Planes
- 4.2.3 Join and Meet
- 4.2.4 Line Crossing
- 4.2.5 Plane Distance
- 4.2.6 Summary and Implementation
- 4.3 Matrix Inverses
- 4.4 Geometric Algebra
- 4.4.1 Geometric Product
- 4.4.2 Vector Division
- 4.4.3 Rotors
- 4.5 Conclusion
4. 3D Math Primer for Graphics and Game Development
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AK PetersDescription
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
5. Math Games: Skill-Based Practice for Second Grade
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Classroom resourceProfessional development
Education
Description
Bring learning mathematical skills into a whole new light for students in 2nd grade! This book provides fun and unique skill-based games that encourage whole-group, whole-class, small-group, and partner interaction and collaboration. These activities will reinforce students' knowledge of mathematical skills while keeping learners motivated and engaged. Promote a fun learning environment for students to achieve mathematical success!6. Math Games Lab for Kids: Fun, Hands-On Activities for Learning with Shapes, Puzzles, and Games (Lab Series)
Description
- Explore geometry and topology with hands-on examples like prisms, antiprisms, Platonic solids, and Mbius strips.
- Build logic skills by playing and strategizing through tangrams, toothpick puzzles, and the game of Nim.
- Draw graphs to learn the language of connections.
- Discover how to color maps like a mathematician by using the fewest colors possible.
- Create mind bending fractals with straight lines and repeat shapes.
And don't worry about running to the store for expensive supplies! Everything needed to complete the activities can be found in the book or around the house. Math is more important in schools than ever. Give your children a great experience and solid foundation.
7. Games for Math: Playful Ways to Help Your Child Learn Math, From Kindergarten to Third Grade
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At a time when the poor math performance of American school children has labeled us a "nation of underachievers," what can parents--often themselves daunted by the mysteries of mathematics--do to help their children? In Games for Math, Peggy Kaye--teacher extraordinaire and author of the highly praised Games for Reading--gives parents more than fifty marvelous and effective ways to help their children learn math by doing just what kids love best: playing games.8. The New Math SAT Game Plan: For 2016 and Beyond!
Description
The New Math SAT Game Plan is Phil Keller's classic, refreshing and somewhat subversive guide to the math SAT, updated to meet the challenges of the revised SAT.As you follow the Game Plan he maps out, you will learn a more creative way to approach this test, while also reviewing all of the necessary math content. You will learn the best way to manage your time and maximize your score. And of course, Keller still teaches those classic methods that will help you to evade some of the algebra on this test!
You can see more about The New Math SAT Game Plan at Mr K's blog:
www.advancedmathyoungstudents.com
Be sure to check out the Alternative Solutions to the Official Practice Tests!
Here are some excerpts from reader reviews of the previous edition. These were all from verified purchasers -- you can still see the old listing on Amazon if you don't believe me :)
NelMom said: .... After less than two weeks of concentrated practice using this book, she did the SAT test for the 3rd time. Her math score shot up 150 points from her highest previous score. The improvement in her score pushed her to a level that qualifies for merit scholarships and Honors Colleges. Thus far, our $16.95 investment has translated into 4 year merit scholarship offers from 3 schools equal to a total of over $200,000 and we haven't even heard from the rest of the colleges yet. So I can honestly say that buying this book has been the single best financial investment I have ever made. The book is nothing less than BRILLIANT!
PHYSICS BOSS said: Awesome SAT (and PSAT) math book! Thanks so much, Mr. Keller! Just found out my son got a 76 out of 80 on the PSAT math section. Training with your New SAT Math book was a big key to his success.
KHH said: It was very simple to follow and easy to understand. I ordered for my daughter to boost her SAT math score, but much of it will help for any multiple choice math test she takes in the future. It has made me feel like even I could do well on the SAT math section.
Mradkins said: It has fantastic score-raising tips that I would have never thought about. It is also very effective in teaching and reviewing quickly with methods that work best on SAT. It raised my score significantly, and helped me better understand some math!
Rahman said: Within two days, I've seen TREMENDOUS improvement for myself ! I improved from, 500 to 640 WITHIN 2 days!!!! REALLY HELPFUL
Sam Rolfe said: With exposure to only the first half of this book, my daughter caught on to what the SAT math is all about. She quickly grasped the concepts presented for attacking problems and actually liked applying them. An "AH-HA" over and over again. If you have stumbled onto this book you are very fortunate.
9. Games and Decisions: Introduction and Critical Survey (Dover Books on Mathematics)
Description
10. Math Puzzles and Games, Grades 6-8: Over 300 Reproducible Puzzles that Teach Math and Problem Solving
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