Summary


Whew, that was a lot of information in a short amount of time. I hope that you didn't get too much of a headache reading it. The reality is that even though we're only spending a chapter on the topic now, this is probably one of the most important principles you can learn in your quest to become a game developer. No amount of beautiful art can make up for the shortcomings of not understanding the math behind the world you are creating.

During this chapter, you covered all the basics of 3D math and how they are used. I covered the ideas of vectors, matrices, and the formulas required to get the most out of these objects. If there's one chapter during this learning process that you need to read once more, this is the one.

With that out of the way, in the next chapter you can start the design of the next game, which is more graphically challenging, and even include a multiplayer option.



Beginning 3D Game Programming
Beginning 3D Game Programming
ISBN: 0672326612
EAN: 2147483647
Year: 2003
Pages: 191
Authors: Tom Miller

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