"This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves. "Visit the book's companion web site, gamemath.com, to download the example code and access other resources.
by dr. sarah-marie belcastro, "You might wonder why one would want to knit mathematical objects. One reason is that the finished objects make good teaching aids; a knitted object is flexible and can be physically manipulated, unlike beautiful and mathematically perfect computer graphics. And the process itself offers insights: In creating an object anew, not following someone else's pattern, there is deep understanding to be gained. To craft a physical instantiation of an abstraction, one must understand the abstraction's structure well enough to decide which properties to highlight. Such decisions are a crucial part of the design process, but for the specifics to make sense, we must first consider knitting geometrically."
"Research has been conducted on how to aid blind peoples' perceptions and cognition of scientific data and, specifically, on how to strengthen their background in mathematics as a means of accomplishing this goal. In search of alternate modes to vision, researchers and practitioners have studied the opportunities of haptics alone and in combination with other modes, such as audio."