A book teaches the mathematics of the game | Hackaday


If we knew how much math goes into writing a video game, we might have paid more attention in math class. If you need a refresh, [Fletcher Dunn] and [Ian Parbery] have their book “3D Math Primer for Graphics and Game Development” available free online. The book was originally a 2011 paperback with a 2002 first edition, but these are out of print now. However, math is math, so no matter how old the book is, it’s worth a look. For now, the online version is a bunch of web pages, but we hear that a PDF or E-reader version is coming.

There’s quite a bit of discussion about vectors, matrices, linear transformations, and 3D graphics. The last part of the book covers calculus, kinematics and parametric curves. Some of these topics will be interesting even if you don’t care about graphs but want to learn math with practical examples.

Writing in this book is more accessible than in your standard math class. You probably still need some basic math to tackle the subject, especially algebra, geometry, and trigonometry. There’s not much about specific programming here, it’s all about math.

We miss real books. But it’s great to be able to click through and read just about any topic. If your math interests are more binary, check out this. If math isn’t your thing, you might prefer to read up on Software Defined Radio.


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