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P**Y
Well edited, easy to read, and easy to follow.
Updated again...removed my speculative errata see the books official website for errataUpdate: 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
P**L
A must-read for any engineer working with game development.
I am a game developer at a triple A studio. Although the book was hard, I read and reread it so thoroughly that it helped me really grasp the fundamentals of linear algebra. In fact, the introduction to Geometric algebra (in the last chapter) gave me the tools to be able to reconstruct the learnings from the rest of the book. It taught me a lot of new things and it deepened my understanding of the things I already knew. It really boosted the confidence in my math skills and already it has greatly impacting my professional career.There are a few sections that I thought were too hard. Sometimes a conclusion is given but I wasn't able to work out the proof with the things I was taught. So in addition I spent quite a lot of time digging through study material on the web from other sources to teach me enough to do it. Those brain-wreckers are perhaps a weakness to the book, but if you refuse to give up it does make the lessons stick a lot better.I did however give up the second halve of questions provided at the end of chapter 3. I couldn't understand the answers in the solution guide no matter how much I learned and I felt it wasn't very fruitful to do so. It's the set of questions about Plücker coordinates. The tools handed in chapter 4 give a better intuition to the problems, so I recommend revisiting those questions after you finished the book.I've ordered part 2 and can't wait for 3 and 4 to release.This book teaches you some math that none of my colleagues knew about, and that includes 2 people with a PhD in Mathematics. I assure you though, knowing this is a tool in your belt that gives you an advantage that you won't easily forget about.
J**R
Great book for math!
I haven't had linear algebra since AP classes in high school. This is a great refresher if you're trying to understand 3d game engines. I don't speak C++ but the code examples are fairly easy to follow along if you speak some sort of C-style language.
A**E
Book about game engine
This book is must in game programming.
A**R
Excellent to revise 3D math concepts
Excellent book! Unlike other books on similar topics, it doesn't just leave you on the basics, it takes you all the way through to the stuff that is actually used.Looking forward to more volumes in this series.
C**R
Best game development mathematics book
Excellent book on the basics of mathematics applied to computer graphics and game development.Wonderful print with great images and well taken example. Love it !
R**A
Concise but complete!
This volume is compact, but concise: contains the elementary linear math required for graphics. Really good print quality for a paperback. Excellent as a refresher!
F**O
This is the book I've looked for, for a ...
This is the book I've looked for, for a long time. I wanted to learn more math but as it pertains to game development. This is that book. I'm learning about the things that I need to know and give me a more fuller understanding of the math concepts specific to gaming.
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2 days ago
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