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       Book Shop - Further reading. 
      Where I can, I have put links to Amazon for books that are relevant to 
        the subject, click on the appropriate country flag to get more details 
        of the book or to buy it from them.      | 
     
         
  
  
  
  
  
  
If you are interested in 3D games, this looks like a good book to have on the 
shelf. If, like me, you want to have know the theory and how it is derived then 
there is a lot for you here. Including - Graphics pipeline, scenegraph, picking, 
collision detection, bezier curves, surfaces, key frame animation, level of detail, 
terrain, quadtrees & octtrees, special effects, numerical methods. Includes 
CDROM with code. 
        3D Game engine design also includes conversions between matrix, quaternions 
        and axis-angle.
   
  
  
  
  
  
  
Mathematics for 3D game Programming - Includes introduction to Vectors, Matrices, 
Transforms and Trigonometry. (But no euler angles or quaternions). Also includes 
ray tracing and some linear & rotational physics also collision detection 
(but not collision response). 
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