Chapter 4

3D Math Foundations

When you really get down to it, using 3D graphics is an exercise in math. Some of the math can be interesting; some of it can be seriously dull. It all depends on the eye of the beholder. Love it or hate it, however, you still have to learn it. A solid foundation in math is a requirement if you want to be a successful 3D coder. Don't worry, though; I'll try to keep this chapter as interesting as possible.

Points

Let's start with the most basic of basic primitives: the 3D point, or vector. Points are paramount in 3D graphics. The vertices of objects, the objects' locations and directions, and their velocities/forces are all described with 3D points. Three-dimensional objects have width, height, and depth, which ...

Get Advanced 3D Game Programming with DirectX 10.0 now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.