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Explain us with an example to analyse matrix for realtime computations in graphics. This is for the purpose of Game Programming.

I am going through the Game Programming Topic in the book Operations and Research written by WayneL.Winston, There are problems involved in Game Theory. The doubt came from the book

So How do we Apply matrix in 3D game programming in Java

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closed as not a real question by Arkamis, Old John, Erick Wong, Thomas, draks ... Oct 10 '12 at 20:00

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.If this question can be reworded to fit the rules in the help center, please edit the question.

    
Camera angles... –  Arkamis Oct 10 '12 at 14:13
    
@Ed Gorcenski: Could you please provide some explanation on it... I'm a newbiee in game programming and Game Theory. So, Guide me –  Rand Mate Oct 10 '12 at 14:15
    
This has nothing to do with game theory; game theory is a branch of mathematics that has little to nothing to do with video game programming or development. I am unsure what you want. Perhaps if you edit your question to be more clear as to the specific information you're trying to obtain. I don't know what you mean by "analyse matrix". –  Arkamis Oct 10 '12 at 15:00
    
@EdGorcenski - I am going through the Game Programming Topic in the book Operations and Research written by WayneL.Winston, There are problems involved in Game Theory. The doubt came from the book –  Rand Mate Oct 10 '12 at 15:17
    
Now I'm thoroughly confused. Either you're looking for help on how 3D graphics programming uses matrix transforms, or you're looking for linear algebraic techniques used in game theoretic constructions of operational research problems, but I still have no idea which it is because you have not yet elaborated on anything specific. –  Arkamis Oct 10 '12 at 16:47

2 Answers 2

up vote 1 down vote accepted

3D math for computer graphics

I suggest, if you want to learn math for 3D graphics, you start with Sam Buss' book I have linked to above. I took a graphics course offered by him at UCSD and used this book and I think it will answer all the questions you have about lower level matrix mathematics and computer graphics.

Also, Operations research and game theory don't really have that much to do with 3D computer games. Combined they are a difficult subject to handle and don't seem up your alley.

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For a very brief description on homogenous coordinates & transformation matrices you could check out the following extract from the OpenGL Red book:

http://fly.cc.fer.hr/~unreal/theredbook/appendixg.html

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