Foundations of Game Engine Development, Volume 1: Mathematics. Cet article n’est pas disponible.
67 évaluations par Goodreads
Langue : anglais
Edité par Terathon Software LLC, 2016
Série : Livre 1 sur 2 - Foundations of Game Engine Development
- Livre broché
- Occasion

Vendeur : World of Books Inc, Montgomery, IL, Etats-UnisWorld of Books Inc
Vendeur avec une évaluation de 4 étoiles
Vendeur AbeBooks depuis 23 mars 2026
Indisponible
Livre broché
Etat: Occasion - Satisfaisant
EUR 41,28
N° de réf. du vendeur CIN0985811749G
- Titre
- Foundations of Game Engine Development, Volume 1: Mathematics
- Auteur
- Eric Lengyel
- Éditeur
- Terathon Software LLC
- Année de publication
- 2016
- État de l'article
- Good
- Reliure
- Paperback
- Langue
- anglais
- ISBN à 10 chiffres
- 0985811749
- ISBN à 13 chiffres
- 9780985811747
- Série
- Livre 1 sur 2: Foundations of Game Engine Development
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., fits into a larger picture. Includes exercises.
« Synopsis » peut appartenir à une autre édition de cet ouvrage.
Présentation de l'éditeur
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 Plücker 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
« A propos de ce titre » peut appartenir à une autre édition de cet ouvrage.