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

Understanding the purpose of normalization

If you are wondering why we need to normalize a quaternion in the first place, it’s because the values used to create it may produce a quaternion with a length longer than 1, especially if it’s code that you are adding yourself.

Take, for example, the 3D process of moving an object along a vector at a constant speed. In Chapter 10, Getting Acquainted with Lines, Rays, and Normals, we moved an object along a line segment at a constant speed. To achieve a constant speed, we needed to take into consideration the time between frames so we could factor in any changes. The code we created moved an object in equal steps from one end of a line segment to the other. Taking this same idea, we can write code to move an object in 3D along a vector at a constant speed. The essential parts of this script would look something like this:

dt = 0
direction = (0, 0, 0.1)
while not done:
  new_position = old_position + (direction...