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

Summary

In this chapter, we have explored the importance of normals, not only for determining the front and backfaces of a polygon but also for controlling lighting. We started by examining how a proper normal could be drawn and calculated it for each triangle face before using backface culling to investigate how both or a single side of a polygon could be drawn. Following this, we added to our project the ability to load normals calculated in a modeling package out of an OBJ file and into OpenGL. We illustrated just how important it is, in rendering, to ensure you specify the correct values instead of making certain assumptions if the output doesn’t look quite right.

As we progress through the book, we will encounter more and more uses of normals, including their use in calculating collisions, as well as creating special texturing and lighting effects. However, I am sure you are beginning to gain an appreciation of their importance.

By now, you should be comfortable with...