Re: What math courses are required to write a 3D Game Engine?

From: Carolyn Marenger (cajunk_at_marenger.com)
Date: 02/03/05


Date: Thu, 03 Feb 2005 06:39:04 -0500

Karl Heinz Buchegger wrote:

> Bradley wrote:
>>
>> I am reading a book called, "Tricks of the Game Programming Gurus" that
>> is using a few terms and formulas I havent seen before such as sine() and
>> cosine() functions. My highest level of math was college algebra. I am
>> wondering if someone can recommend what additional math courses are
>> required to have a more throrough understanding of the math used when
>> writing a 3D game engine like the Quake, Half-Life, and Doom series
>> games. I don't want to dedicate my entire life to understanding the math
>> that is used sparingly or in rare situations. Just the most widely used
>> areas with an emphasis on graphics. Not physics.
>
> If sine() and cosine() present problems to you, then you have a tough
> time programming a 3D engine. Those things are rarely used there but
> there generalization is: matrices, vectors and operations on them.
> On the other hand, the whole thing isn't *that* hard. It just takes
> practice.
>
> Intersting: college algebra doesn't include trigonometry any longer?
>

Interesting or Scary? I learned trig back when I was in school. It wasn't
a college course though. It was mid way through high school. I probably
could have graduated without actually learning, but not without covering
it.

Carolyn



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