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Mathematics & Physics for Programmers

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Many programmers frequently have limited backgrounds in the mathematics and physics needed for game development or other complex applications. Sooner or later, all programmers run into coding issues that will require an understanding of mathematics or physics concepts like collision detection, 3D vectors, transformations, game theory, or basic calculus. This book provides a simple but thorough grounding in the mathematics and physics topics that programmers need to write these algorithms and programs, using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercise sets follow each chapter for additional practice of the techniques. The CD-ROM provides simulations of the mathematical and physical principles discussed in the book along with the source code.

640 pages, Paperback

First published January 1, 2005

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Profile Image for Artyom  Grigoryan.
Author 2 books23 followers
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April 23, 2023
The essential techniques and concepts that game developers rely on to build realistic and captivating games are linked to the fields of mathematics and physics. Math and physics in games may be implemented in various ways depending on the game engine, but the fundamentals are always the same.

Vectors, calculus, trigonometry, mass, energy, collisions, forces, motion, 3D geometry, lighting, and mazes are just some of the mathematical and physical concepts that game developers need to be familiar with.

"Mathematics and Physics for Programmers" is an excellent book for programmers who want to learn more about math and physics in games.

The book's concentration on math and physics in game development is a strength. The authors present several examples and case studies to show how these principles are applied in reality, making their connection to game development problems clear. The book also pushes readers to apply their knowledge to game development issues.

However, the book assumes its readers have some familiarity with programming; also, the code examples are presented in pseudo-code, which may or may not be accurate depending on the game engine and programming language chosen. However, with minimal tweaking, the book's ideas and principles can be used with most game engines and programming languages.

Despite its limitations, the book provides game developers with practical, real-world applications, examples, and challenges that can significantly assist them in effectively working with math and physics in the process of creating games.
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