In Conclusion

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How Should This Book Be Read?

There are three main parts of this book. The first part introduces the basic concepts. The second part covers curves, and the third part covers surfaces. Each part walks you through the material, starting with the basics and ending with more complex concepts. You may want to read it linearly, covering all the curve material before moving on to surfaces. You might also want to jump back and forth between the curve and surface sections. For instance, you may want to read about Bezier curves and then skip to Bezier surfaces before moving to a new topic. The choice is up to you.

Personally, I have a hard time understanding something unless I can actually see it working. Each chapter is accompanied by code that demonstrates the ideas. Also, in many cases, it might be very helpful to sketch some rough curves on graph paper. The ideas become much easier to understand when you can see them working.

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Focus on Curves and Surfaces
Focus On Curves and Surfaces (Focus on Game Development)
ISBN: 159200007X
EAN: 2147483647
Year: 2003
Pages: 104
Authors: Kelly Dempski

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