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Essential Mathematics for Games and Interactive Applications
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The new edition Windows code will now use Visual Studio.NET. There is also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more information on tuning, optimization and robustness.
The book has a companion CD-ROM with the notes and the main text of the book. / matrix math engine, and libraries to support basic 3D rendering and interaction.
--Simple game engine with math, rendering, and input libraries on the CD-ROM.
--Exercises on the CD-ROM for educators
--Code samples shown throughout the book for real-world application
The following gives a high-level table of contents. Starred chapters will change with the current edition, with changes noted.
Chapter 1: Vectors and Points
This chapter covers basic linear algebra of topics such as vectors, points, lines and planes. The most changes will be in presentation, not in topic.
Chapter 2: Matrices and Linear Transformations
This is the linear algebra. Discussion and discussion. The modifications will be in presentation, not in topic.
* Chapter 3: Affine Transformations
This completes the algebra. Discussion and cover. Most changes will be in the presentation, if there is a small section added on skinning.
Chapter 4: Real-World Computer Number Representation
This chapter has a number of figures in the finite computer. Most modifications will be in presentation, not in topic.
Chapter 5: Viewing and Projection
This discussion begins with graphics of building virtual cameras. Most modifications will be in presentation, not in topic.
* Chapter 6: Lighting and Color
This is a new chapter of the world. It's a chapter of the story. color value is generated without any triangles or interpolation.
* Chapter 7: Geometry, Shading and Texturing
As with a previous chapter, and some of them, it's a book for you. se it will be at an introductory level.
* Chapter 8: Rasterization and Antialiasing
The final graphics chapter will be focused on discrete hardware. Both rasterization and texturing will lead to a discussion of the following problems: mip-mapping, multi-sampling, and other approaches.
* Chapter 9: Animation of Position
The next version of this chapter focused on the curves, and the new one will be no exception. However, rather than attempting to be a general curve, it will focus on animating cameras and object position.
* Chapter 10: Animation of Orientation
As with the previous chapter. There is also the material for the approximation of the book.
Chapter 11: Intersection Testing
This chapter covers basic bounding object. Collision detection and culling. There will be a few changes.
* Chapter 12: Physical Simulation
The general program of GDC tutorial. First, symplectic Euler and its stability properties will be discussed. Secondly, more attention to generating inertial tensors for triangle soups. Finally, simple constraints will be presented.
* Chapter 13: Random Numbers
This was a planned edition of a number of reviewers. It will cover basic probability, three methods for generating artificial intelligence routines, simulation of the rolls of cardiograms, strangement of stochastic sampling for anti-aliasing.
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