This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
The most beginner-friendly introduction to 3D Game Math
Graphics and game programming is math-heavy. Anyone who's tried their hand at it would agree. Hence approaching the subject via a math book is more appropriate. Once one gets a solid understanding of the math, then graphics theory books like Real-Time Rendering, Fundamentals of Computer Graphics or Computer Graphics: Principles and Practise can be pursued with ease.
There are many books that stand out to for learning 3D mathematics for game programming or graphics in general; the prime (hig...