Book Image

Mathematics for Game Programming and Computer Graphics

By : Penny de Byl
5 (1)
Book Image

Mathematics for Game Programming and Computer Graphics

5 (1)
By: Penny de Byl

Overview of this book

Mathematics is an essential skill when it comes to graphics and game development, particularly if you want to understand the generation of real-time computer graphics and the manipulation of objects and environments in a detailed way. Python, together with Pygame and PyOpenGL, provides you with the opportunity to explore these features under the hood, revealing how computers generate and manipulate 3D environments. Mathematics for Game Programming and Computer Graphics is an exhaustive guide to getting “back to the basics” of mathematics, using a series of problem-based, practical exercises to explore ideas around drawing graphic lines and shapes, applying vectors and vertices, constructing and rendering meshes, and working with vertex shaders. By leveraging Python, Pygame, and PyOpenGL, you’ll be able to create your own mathematics-based engine and API that will be used throughout to build applications. By the end of this graphics focussed book, you’ll have gained a thorough understanding of how essential mathematics is for creating, rendering, and manipulating 3D virtual environments and know the secrets behind today’s top graphics and game engines.
Table of Contents (26 chapters)
1
Part 1 – Essential Tools
9
Part 2 – Essential Trigonometry
14
Part 3 – Essential Transformations
20
Part 4 – Essential Rendering Techniques

Part 1 – Essential Tools

This part will step you through the process of setting up and testing your development environment to follow along with the exercises throughout the book. Follow along step-by-step as we set up the development environment to be used throughout the book and test it by producing a graphics window of your choice in Windows or macOS. Following this, we will explore the mathematics required to draw common 2D shapes on the screen by coding the necessary formula into our project. As the part proceeds, more drawing functionality will be added until you have a 3D drawing environment with mouse and keyboard interaction that is capable of drawing, texturing, and lighting a 3D model.

In this part, we cover the following chapters: