---
product_id: 8189164
title: "3D Math Primer For Graphics and Game Development (Wordware Game Math Library) 1st Edition"
brand: "fletcher dunnian parberry"
price: "€ 174.70"
currency: EUR
in_stock: true
reviews_count: 8
url: https://www.desertcart.com.cy/products/8189164-3d-math-primer-for-graphics-and-game-development-wordware-game
store_origin: CY
region: Cyprus
---

# 3D Math Primer For Graphics and Game Development (Wordware Game Math Library) 1st Edition

**Brand:** fletcher dunnian parberry
**Price:** € 174.70
**Availability:** ✅ In Stock

## Quick Answers

- **What is this?** 3D Math Primer For Graphics and Game Development (Wordware Game Math Library) 1st Edition by fletcher dunnian parberry
- **How much does it cost?** € 174.70 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.com.cy](https://www.desertcart.com.cy/products/8189164-3d-math-primer-for-graphics-and-game-development-wordware-game)

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## Description

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## Customer Reviews

### ⭐⭐⭐⭐⭐ 5.0 out of 5 stars







  
  
    Great, great, great
  

*by E***C on Reviewed in the United States on February 26, 2010*

I beg you: do not try to read *any* 3D Game Programming book without checking out this baby first! Really, unless you are a math major already graduating from college, or a very wise industry professional, this book will be useful. For example, I am a second year college student and I already passed ODE, Linear Algebra and Calculus courses, my university is one of the most wildly recognized in Latin America for being very strict on mathematics, physics, and chemistry, so I can say that I feel pretty content with my skills. Still, this book worked wonders for me. Yes, yes, yes, this IS very basic, no doubt, but It's not only about the brute knowledge on mathematics and geometry that's important for graphics programming, but also how to apply those concepts, and why these are important. We all know vectors, we all know linear algebra, but we really don't know how to do AABB vs. plane intersection tests with them do we?I can't even begin to imagine how useful this text would be to high school students. I mean, to be exposed to this material before going to college can only be awesome. They have some basic knowledge of Linear Algebra before even dreaming to taking such a course? Nothing beats that! Well, maybe grabbing a real, fully fledged Lineal Algebra textbook like Grossman's, but nothing beats the fun of knowing you are reading a video game/3D graphics book!!!Furthermore, I read Frank D. Luna's brilliant Introduction to 3D Game Programming in DirectX 9.0c: A Shader Approach, and had no problem what so ever. I even skipped the "Mathematical Prerequisites" part. THAT's how good this books is!!!There's Dover Book for Ordinary Differential Equations, Grossman for Linear Algebra, Larson for Calculus, Sears-Zemansky for Physics, and there is Fletcher Dunn & Ian Parberry's for an introduction to 3D Math...My only disappointment with this book is that it lacks the answers for one third of the exercises. Oh, and there are a few typo's here and there, buy honestly, what book really doesn't? (Most of the errata is published anyways in the book's site: [...]). I also want to leave this clear one more time: the book is basic in kwoledge, where it excells is in the very clear presentation of that knowledge.

### ⭐⭐⭐⭐⭐ 5.0 out of 5 stars







  
  
    Best intro to 3D math, hands down
  

*by S***E on Reviewed in the United States on August 31, 2010*

The past week I've picked up about three different math books aimed for game programmers, which gloss over important math topics that a game programmer would most likely encounter programming games and graphics. The problem with the majority of these books is that they were too vague and/or just failed at explaining concepts clearly. It seems to be a common problem of trying to cover too much, and the authors quickly lose sight of the path and veer off-road.3D Math Primer for Graphics and Game Development was my last hope. By reviewing the table of contents, it appeared to be aimed again towards those that were confident in the rudimentary concepts needed to understand and undertake 3D math. Yet, with nothing to lose, I downloaded the Kindle sample and was relieved that this was not the case. While there is only a short Appendix that reviews trig and related prerequisite concepts, the tone and approach the authors use to guide the reader is so incredibly friendly to those who may lack confidence in math. After completing the sample chapter, which covered the basics of the, 2D and 3D Cartesian system, I couldn't believe how easy it was to read and how well I was retaining the information, actually understanding every word that glowed off my iPad. Finally, it looks like I found a winner. The authors alone write with such confidence that just declares how well they understand the topic matter, and that they know, better than anyone, how to teach this material to virtually anyone of any skill level.It's probably best if you are confident in at least trigonometry and basic algebra before reading. If you need to go over these concepts quickly, go to [...] and view the trigonometry videos. After you have your trig refreshed, dive into this book and you'll be sure to be ready to tackle any game or graphics related programming problem with confidence.

### ⭐⭐⭐⭐⭐ 5.0 out of 5 stars







  
  
    Great (Re)Introduction to Basic Concepts
  

*by S***E on Reviewed in the United States on February 8, 2007*

I hadn't seen much math or geometry since high school, but this book does a great job at easing you into the underlying concepts of some pretty heavy stuff.  I tried to wade through the CG "bibles" ("Real Time Rendering", "Principles of Computer Graphics in C") and quickly realized that if you're not either a CG major in college or an experienced CG pro, those books are like being in heavy seas without a life vest.  (It really makes you appreciate what's involved in making those Pixar movies!)Anyway, what I like about this book is that it explains everything first in fairly simple mathematical terms, deriving equations and proofs as it goes, and then illustrates to you visually exactly what is happening.The majority of the material is conceptual.  This is not a coding book from which you can pull easy answers.  The code samples are in C++ and are confined to a few special chapters, and are really included as a programmatic interpretation of those concepts.If you're already a CG pro, don't bother.  You probably know all the info herein from the top of your head, as well as having one of those other "bibles" on your desk!  But for a RAD programmer who needs a quick handle on some of the underlying concepts, this is the book!Thanks Fletcher & Ian!

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*Product available on Desertcart Cyprus*
*Store origin: CY*
*Last updated: 2026-03-26*