Reddit reviews Essential Mathematics for Games and Interactive Applications
We found 5 Reddit comments about Essential Mathematics for Games and Interactive Applications. Here are the top ones, ranked by their Reddit score.
A K Peters Ltd
We found 5 Reddit comments about Essential Mathematics for Games and Interactive Applications. Here are the top ones, ranked by their Reddit score.
3D Math Primer for Graphics and Game Development is a great introduction to 3D math. It presents everything in a very approachable way (rather than a very rigorous mathematical way).
If you want to dive even deeper after that one, a good supplementary text is Essential Mathematics for Games and Interactive Applications. It goes deeper into the topics, but it isn't quite as approachable, so it's a good follow-up.
I ordered these for our company library, based on recommendations for/from other programmers (of all levels).
ISBN | Title
---|---
978-1568814247 | Real-time Rendering
0321486811 | Compilers: Principles, Techniques, and Tools (2nd Edition)
1482250926 or 0123742978 | Essential Mathematics for Games and Interactive Applications, Third Edition 3rd Edition
978-1482264616 | GPU Pro 6: Advanced Rendering Techniques
1466560010 | Game Engine Architecture, Second Edition
978-1482243567 | Multithreading for Visual Effects
978-0123750792 | Physically Based Rendering: From Theory To Implementation
And I wanted to mention two books (for people who are interested) that so far are my favorite for 3D programming:
[Essential Mathematics for Games & Interactive Applications](
https://www.amazon.com/Essential-Mathematics-Games-Interactive-Applications/dp/1482250926/ref=sr_1_1?s=books&ie=UTF8&qid=1497612572&sr=1-1&keywords=essential+math+for+computer+games) by Van Verth and Bishop. I have the second edition and am very happy about the level of detail and perspective on the topics it covers.
The other book that changed my perception of how to do modeling and rendering is Texturing and Modeling: a procedural approach by Ebert, Musgrave, Perlin & al. This book has chapters on noise and signal that have no equivalent, and also makes it easier to understand where GLSL is coming from (as well as getting familiar with Renderman shaders).
[EDIT] I misread your post. Sounds like you want to study statistics. I don't know good stats books, soz.
Get one of the standard recommended game math books and read the chapters and work through every single practice problem:
https://www.amazon.com/Essential-Mathematics-Games-Interactive-Applications/dp/1482250926/ref=pd_lpo_sbs_14_t_0?_encoding=UTF8&psc=1&refRID=FD2D86BG1HCV3SXTBF30
https://www.amazon.com/Math-Primer-Graphics-Game-Development/dp/1568817231/ref=pd_lpo_sbs_14_t_1?_encoding=UTF8&psc=1&refRID=FD2D86BG1HCV3SXTBF30
https://www.amazon.com/Mathematics-Programming-Computer-Graphics-Third/dp/1435458869/ref=pd_lpo_sbs_14_t_2?_encoding=UTF8&psc=1&refRID=FD2D86BG1HCV3SXTBF30