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Mathematics for Game Programming and Computer Graphics

You're reading from   Mathematics for Game Programming and Computer Graphics Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments

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Product type Paperback
Published in Nov 2022
Publisher Packt
ISBN-13 9781801077330
Length 444 pages
Edition 1st Edition
Languages
Tools
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Author (1):
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Penny de Byl Penny de Byl
Author Profile Icon Penny de Byl
Penny de Byl
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Toc

Table of Contents (26) Chapters Close

Preface 1. Part 1 – Essential Tools
2. Chapter 1: Hello Graphics Window: You’re On Your Way FREE CHAPTER 3. Chapter 2: Let’s Start Drawing 4. Chapter 3: Line Plotting Pixel by Pixel 5. Chapter 4: Graphics and Game Engine Components 6. Chapter 5: Let’s Light It Up! 7. Chapter 6: Updating and Drawing the Graphics Environment 8. Chapter 7: Interactions with the Keyboard and Mouse for Dynamic Graphics Programs 9. Part 2 – Essential Trigonometry
10. Chapter 8: Reviewing Our Knowledge of Triangles 11. Chapter 9: Practicing Vector Essentials 12. Chapter 10: Getting Acquainted with Lines, Rays, and Normals 13. Chapter 11: Manipulating the Light and Texture of Triangles 14. Part 3 – Essential Transformations
15. Chapter 12: Mastering Affine Transformations 16. Chapter 13: Understanding the Importance of Matrices 17. Chapter 14: Working with Coordinate Spaces 18. Chapter 15: Navigating the View Space 19. Chapter 16: Rotating with Quaternions 20. Part 4 – Essential Rendering Techniques
21. Chapter 17: Vertex and Fragment Shading 22. Chapter 18: Customizing the Render Pipeline 23. Chapter 19: Rendering Visual Realism Like a Pro 24. Index 25. Other Books You May Enjoy

Conventions used

There are a number of text conventions used throughout this book.

Code in text: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: “The color() method takes the red, green, and blue channels, respectively, as arguments.”

A block of code is set as follows:

import pygame pygame.init()screen_width = 800 screen_height = 200 screen = pygame.display.set_mode((screen_width,                  screen_height))

done = False white = pygame.Color(255, 255, 255)pygame.font.init()font = pygame.font.SysFont(‘Comic Sans MS’, 120, False, True)text = font.render(‘Penny de Byl’, False, white)while not done:  for event in pygame.event.get():    if event.type == pygame.QUIT:      done = True   screen.blit(text, (10, 10))  pygame.display.update()pygame.quit()

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

background = pygame.image.load(‘images/background.png’)sprite = pygame.image.load(‘images/Bird-blue-icon.png’)while not done:  for event in pygame.event.get():    if event.type == pygame.QUIT:      done = True   screen.blit(background, (0, 0))  screen.blit(sprite, (100, 100))
  pygame.display.update()pygame.quit()

Any command-line input or output is written as follows:

tick=2, fps=714.2857055664062
tick=1, fps=714.2857055664062
tick=1, fps=714.2857055664062
tick=1, fps=666.6666870117188
tick=2, fps=666.6666870117188

Bold: Indicates a new term, an important word, or words that you see onscreen. For instance, words in menus or dialog boxes appear in bold. Here is an example: “Now, all you have to do is press Play to see the results.”

Tips or important notes

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