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Business Technology - Foundations of Game Engine Development, Volume 1: Mathematics

Description

Book Synopsis

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

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Details

Are you ready to take your game development skills to the next level?

If you're an engineer working on games or virtual simulations, the Foundations of Game Engine Development, Volume 1: Mathematics book is a must-have resource. This comprehensive volume covers all the essential mathematical concepts you need to know to excel in game development.

Starting with conventional treatments of linear algebra, transforms, and geometry, this book goes beyond the basics by introducing Grassmann algebra and geometric algebra. These advanced mathematical tools provide a deeper understanding of vectors, matrices, quaternions, and more, making your game engine development more accurate and efficient.

Exercises are included throughout the book, allowing you to practice and reinforce your newfound knowledge. With each chapter, you'll gain valuable insights and practical skills that will propel your game development career forward.

If you're serious about game development, don't miss out on this groundbreaking resource. It's time to level up with the Foundations of Game Engine Development, Volume 1: Mathematics book.

Get your copy today!

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