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Essential Math for Games Programmers

essentialmath.com

1–10 of 30 posts

Re: Essential Math for Games Programmers

#5
post #3

Am I the only one who can't stand people trying to deliver technical information via power point slides?

And it gets especially annoying when those slides are rendered as a static PDF file. Lots of information gets repeated. It was especially ironic in the slides about Frames, Dictionaries and K-SVD, as they were talking about doing efficient and sparse representation of things.

Re: Essential Math for Games Programmers

#7
post #2

Don't panic. The page is titled "Essential...", but unless you're beginning a new AAA engine by yourself, much of this laundry list is more like "Interesting"

Yep. Things like using dictionary learning for skinning models is overkill. Not to mention its not practical for realtime applications like games. Might be useful for animators though or devs writing animating tools.

Re: Essential Math for Games Programmers

#9
post #4
post #3

Am I the only one who can't stand people trying to deliver technical information via power point slides?

I'd rather have a list of book-recommendations.

"A one-day course and a set of PowerPoint slides are not enough to hope to cover all the material in any great depth. So Jim Van Verth and Lars Bishop wrote a book, with the help of our friends at Morgan Kaufmann:"

You aren't the only one who failed to see the connection between their slides and their book. It's a bit of a marketing blunder.

They should have put the book on the same page.

Re: Essential Math for Games Programmers

#10
It would be nice if this were in some sort of curriculum order. It was disconcerting to see that the first topic was Grassman [sic] Algebra.

Honestly, based on my 20+ years in game development, the one essential piece of math I wish all game programmers had in their toolbox is to know basic linear algebra backwards and forwards.

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