Hey, I wasn't trying to start an argument or a my-book-is-better-than-yours,
just putting in my suggestion about a book I have. It doesn't go into
quaternions, but it does build a 3D engine with lit, textured polygons from
scratch, which I understood to be Jar's goal. It has diagrams explaining the
trigonometry, matrices and other math required for this task and comes with
full Java source code for the engine and the game created from it; it
doesn't just talk about the program structure and skip the math, quite the
opposite really.
This reminded me: the source code for the 3D engine created in Developing
Games in Java is provided here:
http://www.brackeen.com/javagamebook/#download .
Anyway, I apologize if I offended you; I haven't read 3D Math Primer for
Graphics and Game Development, and I was certainly not trying to compare
them.
On Wed, Feb 3, 2010 at 8:27 AM, Jeffrey Kesselman <jeffpk@gmail.com> wrote:
> Apples and oranges I think.
>
> He was asking specifically about the math, not program structure, so
> I pointed him at the best math reference I know.
>
> Is your book going to answer a question like "How do I get a three axis
> rotation from a quaternion?"
>
>
>
> On Tue, Feb 2, 2010 at 6:19 PM, Ricky C <ricky28269@gmail.com> wrote:
>
> > I wholeheartedly recommend this book:
http://amzn.com/1592730051
> >
> > Part 2 starts at the basics and builds up a 3D engine from scratch, and
> > continues into lessons on AI, collision detection, and eventually builds
> up
> > to a shooter game. There is no DirectX or OpenGL in this book, no
> graphics
> > libraries at all. The entire thing is handwritten, and the result is
> > amazing.
> >
> > As long as you have knowledge of the Java language, I highly recommend
> this
> > book for exactly what you're trying to do.
> >
> >
> > On Tue, Feb 2, 2010 at 5:22 AM, Matt Owen <jaruzel@jaruzel.com> wrote:
> >
> > > Hi all,
> > >
> > > Bit of a strange one this. I like coding challenges, I also like
> > > re-inventing the wheel for the sheer hell of it. :)
> > >
> > > I've been dabbling with writing a maze/D&D type game on Windows Mobile,
> > and
> > > I wanted to render the maze in 3D, first person Wolf3D/Doom style.
> > Nothing
> > > complicated, straight passages square rooms etc. no ups or down.
> > >
> > > Now I thought I knew the maths to make this happen, but i've become
> > stuck,
> > > i just can't get certain poylgons to render correctly. So I'm thinking
> I
> > > need to read-up and find out what parts of the transformations i'm
> > getting
> > > wrong. My maths is pretty good, but I think I'm mis-remembering how to
> do
> > > some things.
> > >
> > > I've tried to find stuff on the web, but everyone these days just talks
> > > about using pre-supplied 3d engines or librarys with function names
> like
> > > RenderFilledPolygon - which doesn't help me, especially considering the
> > > target hardware I'm working on.
> > >
> > > So I'm wondering (as I know many of you are long term professional game
> > > coders), whether someone can point me in the right direction of some
> > > information on the maths behind 3D transformations, ie. point of origin
> > > stuff, and vantage points etc ?
> > >
> > > Cheers,
> > >
> > > -Jar
> > >
> > >
> > >
> >
>
>
>
> --
> ~~ Microsoft help desk says: reply hazy, ask again later. ~~
>