Game Development Reference
In-Depth Information
Part I
Mathematical
Prerequisites
In this prerequisite part we introduce the mathematical tools that are
used throughout this topic. The major theme is the discussion on vec-
tors, matrices, and transformations, which are used in just about every
sample program of this topic. Planes and rays are covered as well
because some applications in this topic make reference to them; these
sections are considered optional on a first reading.
This discussion is kept light and informal so that the material is
accessible to readers with various math backgrounds. For readers
desiring a more thorough and complete understanding of the topics
covered here, a linear algebra course in a classroom is the best place to
learn these topics thoroughly. Readers who have already studied linear
algebra will find Part I a light read and can use it as a refresher if
necessary.
In addition to the math explanations, we show the D3DX math-
related classes used to model these mathematical objects and the func-
tions used to execute a particular operation.
Objectives
To learn the geometry and algebra of vectors and their applications
to 3D computer graphics
To learn about matrices, their algebra, and how we use them to
transform 3D geometry
To learn how to model planes and rays algebraically and their appli-
cations to 3D graphics
To become familiar with a subset of the classes and functions pro-
vided by the D3DX library that are used for 3D math operations
1
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