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 changed over the functionality of our project, which was using older OpenGL methods, and replaced the rendering functions with our own vertex and fragment shaders. The shader code we write gets compiled into a program for the graphics processor. You will now have an understanding of how an external script or program written in Python interacts with the shader program. The majority of graphics and games programs are interactive, so being able to process transformations, projections, and camera movements in one program, and send commands to the graphics card for rendering, is a necessary skill for any graphics programmer.

The lighting models we examined here were first created by computer scientists to light scenes with 3D models to create more believable results. Though they are effective and still used today, they don’t quite address the physical nature of the way light interacts in real life.

Nowadays, the more common way to light a scene...