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  1. POLearning game programming (part 2) (math)
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    copied!<p>So, it's been a few months since I wrote <a href="https://stackoverflow.com/questions/174830/learning-game-programming">this question</a>, since then I've toyed with "raw" C++ D3D, The Ogre and Irrlicht graphics engines and lately Microsoft XNA. I've built a few 2D games (mostly replicas of old stuff like tetris, astreoids, etc.) and made some (very) small steps into the 3D world in the above mentioned technologies.</p> <p>I have little to no trouble creating the actual game logic, abstracting away object interactions to allow me to plug in different forms of control (computer, player, over network. etc.), doing threading or any of the other stuff I'm used to from my day to day work - which feels perfectly natural to me. I messed around very little with HLSL and particle effects (very very basic).</p> <p><strong>But</strong> 3D math involving Matrices and Vectors (and Quaternions(?) in Ogre3D, are these <em>really</em> needed?)... really gets me, I can follow examples (e.g. the Learning XNA 3.0 book I bought from O'Reilly, which is an awesome book btw) and I understand <em>why</em> and <em>how</em> something happens in the example, but when I try to do something myself I feel that I'm lacking the understanding of this type of math to be able to <em>really</em> get it and make it work by myself.</p> <p>So I'm looking for resources on learning 3D math (mostly) and some Shader/Particle Effects books. I would prefer resources that are pedagogic and take it slow above something like a doctors thesis on vector math which will be <em>way</em> over my head. The ideal resource would be something that demonstrates it all in D3D.</p>
 

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