The bad thing about this book is that all matrix are directX
style, so you have to transpose every matrix and invert every operation order.
It speak about vector, matrix, quaternion, geometric test…ecc…
The only part that I miss is floating point numerical robustness that is used for physics and AI tests.
Luckily I found a good chapter about numerical robustnessin the book “real time collision detection” by Christer Ericson, it speak about collision detection algorithms, Math (a lot of math) and numerical robustness. If you want to create a physics engine is a must.
I’d echo Groovounet’s recommendation of Essential Mathematics for Games & Interactive Applications. It takes a more practical approach to describing the linear algebra stuff which can make it easier to pick up if you haven’t got a maths degree.
It’s had a major rewrite for the second edition and now focuses on shader stuff rather than fixed function pipeline.
Me too want to buy a math book I want to decide between “Essential Mathematics for Games & Interactive Applications” and "Geometric Tools for Computer Graphics "Can any one help me please.