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3D Math Primer for Graphics and Game Development 2nd Edition
Purchase options and add-ons
- ISBN-101568817231
- ISBN-13978-1568817231
- Edition2nd
- PublisherA K Peters/CRC Press
- Publication dateNovember 2, 2011
- LanguageEnglish
- Dimensions1.81 x 7.52 x 9.25 inches
- Print length846 pages
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Editorial Reviews
Review
"With solid theory and references, along with practical advice borne from decades of experience, all presented in an informal and demystifying style, Dunn & Parberry provide an accessible and useful approach to the key mathematical operations needed in 3D computer graphics."
―Eric Haines, author of Real-Time Rendering"The book describes the mathematics involved in game development in a very clear and easy to understand way, layered on the practical background of years of game engine programming experience."
―Wolfgang Engel, editor of GPU Pro
About the Author
Fletcher Dunn has been programming video games professionally since 1996. He served as principle programmer at Terminal Reality in Dallas, where he was one of the architects of the Infernal engine and lead programmer on BloodRayne. He was a technical director for the Walt Disney Company at Wideload Games in Chicago, where he was the lead programmer for Disney Guilty Party, which won IGN's Family Game of the Year at E3 2010. He is currently a developer at Valve Software in Bellevue, Washington.
Ian Parberry is a professor in the Department of Computer Science and Engineering at the University of North Texas. Dr. Parberry has more than a quarter century of experience in research and teaching and is nationally known as one of the pioneers of game programming in higher education.
Product details
- Publisher : A K Peters/CRC Press; 2nd edition (November 2, 2011)
- Language : English
- Hardcover : 846 pages
- ISBN-10 : 1568817231
- ISBN-13 : 978-1568817231
- Item Weight : 4.07 pounds
- Dimensions : 1.81 x 7.52 x 9.25 inches
- Best Sellers Rank: #973,014 in Books (See Top 100 in Books)
- #80 in 3D Graphic Design
- #537 in Game Programming
- #578 in Math Games
- Customer Reviews:
About the author

Fletcher Dunn has been making video games professionally since 1996. He worked at Terminal Reality in Dallas, where as principal programmer he was one of the architects of the Infernal engine and lead programmer on BloodRayne. He was a technical director for The Walt Disney Company at Wideload Games in Chicago and the lead programmer for Disney Guilty Party, IGN's E3 2010 Family Game of the Year.
He has worked for Valve Software in Bellevue, Washington since 2011 and has contributed to Steam and all of Valve's recent games. He is the primary author of the GameNetworkingSockets networking library and the Steam Datagram Relay service
Oh, but his biggest claim to fame by *far* is as the namesake of Corporal Dunn from Call of Duty: Modern Warfare 2.
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Customer reviews
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Learn more how customers reviews work on AmazonCustomers say
Customers find the book's explanations clear and easy to read, with one noting how well the concepts are developed logically. Moreover, the math content receives positive feedback, particularly for 3D programming, and customers appreciate its practical approach.
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Customers find the book easy to read and nicely explained, with one customer noting that it provides many examples to assist in building cognitive models.
"...The concepts are developed in a logical and clear manner with many examples to assist you in building the required cognitive models to move from the..." Read more
"...This book on the other hand presents the material using practical application, without losing the abstract principles that are traditionally taught..." Read more
"Very easy to read, clear explanations, good exercises...." Read more
"...The technical requirements are self contained for the part; only a good understanding of trigonometry and algebra is needed..." Read more
Customers find the book effective and practical.
"This book is especially useful for people who have no background in Computer Graphics and would like to understand how to apply all that wonderful..." Read more
"...one through the geometric interpretation of these devices in a very effective way...." Read more
"Practical and easy to understand." Read more
"Practical, and effective...." Read more
Customers find the book's math content engaging and well-suited for 3D programming, with one customer noting it makes learning a difficult subject enjoyable.
"...Yes. The math was actually enjoyable. This books makes learning a difficult subject very enjoyable...." Read more
"This books covers an excellent baseline for 3D math...." Read more
"Great math book for 3D programming" Read more
Reviews with images

Nice content, unacceptable print condition !!!
Top reviews from the United States
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- Reviewed in the United States on January 20, 2013I can't add more praise or insight than the other reviewers that rated this books highly. This is a great book to learn the mathematics required for 3D game programming. The concepts are developed in a logical and clear manner with many examples to assist you in building the required cognitive models to move from the math in 2D to 3D. This feature alone would have me recommend the book but for a book to have so many delightful comments (many in the footnotes) that had me laughing out loud was an added plus. Yes. The math was actually enjoyable. This books makes learning a difficult subject very enjoyable. Check out the writing by previewing the beginning of the book. The authors deserve some type of award for the effort they made in creating text, examples, and illustrations that actually served to teach these concepts in such a clear and enjoyable manner!
- Reviewed in the United States on August 28, 2013Having recently purchased this book based on a recommendation, i was looking forward to the opportunity to compare it to another book I had previously purchased, Eric Lengyel's "Mathematics for 3D Game Programming and Computer Graphics". Lengyel's book is a math book, for mathematicians, and not a book written with the intent of teaching someone new material. This is not to say its a bad book, in fact its quite amazing, but it requires a more substantial math background to benefit from it.
This book on the other hand presents the material using practical application, without losing the abstract principles that are traditionally taught in a math class. Having never taken college level calculus or linear algebra, I find this book an amazing resource for self teaching, and I highly recommend it to anyone dedicated enough to teach themselves.
- Reviewed in the United States on August 20, 2020The hardcover was not glued to the book at the binding so it came right off.
- Reviewed in the United States on March 11, 2013Very easy to read, clear explanations, good exercises. The book itself deserves 5 stars, but I'm giving it 4 b/c it says it's not supported when I try to read it in the Windows 8 Kindle app, iPhone 4s Kindle App or the Kindle Cloud Reader. Good thing I have an iPad, or I wouldn't have been able to read the book at all! C'mon Amazon, what's the deal?
- Reviewed in the United States on April 26, 2014As somebody who has read through various treatment of game physics and Computer Graphics, I am glad that this is the first book I read on the subject. It has prepared me for more advanced treatments in not only computer graphics; but game physics as well. The technical requirements are self contained for the part; only a good understanding of trigonometry and algebra is needed (however I will say that having knowledge of calculus will help you to understand the more advanced concepts a bit better). I would recommend this book for anyone who is new to the mathematics behind game development.
- Reviewed in the United States on June 12, 2023Product was as de=scribed and was delivered in a good time frame
- Reviewed in the United States on February 13, 2019I have received the book last week and the condition that I've received it in led me to writing my first book review on amazon. I've order the book on Feb 5th, 2019 and received it on Feb 11th, 2019. The review is for "3D Math Primer for Graphics and Game Development, 2nd Edition" by Fletcher Dunn, Ian Parberry published by CRC Press (November 2, 2011). Note that my rating of 1-star is only for the print condition of the book not the contents. The book was advertised as hardcover and the condition does not resemble any professional hardcover book I've ever owned. At almost $70 price tag you expect nothing but quality that would reflect the content inside. Sadly this is not the case here. The print quality is low, text is readable but seems to be in some sort of gray shading rather than crisp black letters. Binding is a joke. I would expect a hardcover book to have a cloth spine binding that would hold the pages for many years to come. The books seems like a cheap paperback edition glued in a hardcover casing. When turning the pages you literally just wait for one of them to come off. It is impossible to have to book lay flat on the table which is what a decent hardcover edition should be able to do. I've also attached some pictures of "Game Engine Architecture, 3rd Edition" by Jason Gregory for comparison. Both are done by CRC Press, however only "Game Engine Architecture" gets a decent hardcover treatment. Notice the cloth spine binding in "Game Engine Architecture", which is I've come to expect from any book that titles itself as a hardcover edition. Seems like "3d Math Primer for Graphics and Game Development" is just another example of the print quality the professional field of computer graphics is getting nowadays (see the reviews on print quality of "Real-Time Rendering, Fourth Edition 4th Edition" , which btw is also published by CRC Press, or "Physically Based Rendering: From Theory to Implementation, 3rd Edition" published by Morgan Kaufmann). Also it's just sad to see how the authors get rewarded for their hard work only to see their work get published in such way. Well it's the 21st century way I guess where quality and customer satisfaction is the thing of the ancient past remembered only by the last few. Obviously my book is going back to amazon, I would like to order another copy but given the print quality provided by CRC Press I would rather not. Shame, because I really did want to have this book on my bookshelf, but having it in this condition would not make any joy to look at or read.
1.0 out of 5 starsI have received the book last week and the condition that I've received it in led me to writing my first book review on amazon. I've order the book on Feb 5th, 2019 and received it on Feb 11th, 2019. The review is for "3D Math Primer for Graphics and Game Development, 2nd Edition" by Fletcher Dunn, Ian Parberry published by CRC Press (November 2, 2011). Note that my rating of 1-star is only for the print condition of the book not the contents. The book was advertised as hardcover and the condition does not resemble any professional hardcover book I've ever owned. At almost $70 price tag you expect nothing but quality that would reflect the content inside. Sadly this is not the case here. The print quality is low, text is readable but seems to be in some sort of gray shading rather than crisp black letters. Binding is a joke. I would expect a hardcover book to have a cloth spine binding that would hold the pages for many years to come. The books seems like a cheap paperback edition glued in a hardcover casing. When turning the pages you literally just wait for one of them to come off. It is impossible to have to book lay flat on the table which is what a decent hardcover edition should be able to do. I've also attached some pictures of "Game Engine Architecture, 3rd Edition" by Jason Gregory for comparison. Both are done by CRC Press, however only "Game Engine Architecture" gets a decent hardcover treatment. Notice the cloth spine binding in "Game Engine Architecture", which is I've come to expect from any book that titles itself as a hardcover edition. Seems like "3d Math Primer for Graphics and Game Development" is just another example of the print quality the professional field of computer graphics is getting nowadays (see the reviews on print quality of "Real-Time Rendering, Fourth Edition 4th Edition" , which btw is also published by CRC Press, or "Physically Based Rendering: From Theory to Implementation, 3rd Edition" published by Morgan Kaufmann). Also it's just sad to see how the authors get rewarded for their hard work only to see their work get published in such way. Well it's the 21st century way I guess where quality and customer satisfaction is the thing of the ancient past remembered only by the last few. Obviously my book is going back to amazon, I would like to order another copy but given the print quality provided by CRC Press I would rather not. Shame, because I really did want to have this book on my bookshelf, but having it in this condition would not make any joy to look at or read.Nice content, unacceptable print condition !!!
Reviewed in the United States on February 13, 2019
Images in this review
- Reviewed in the United States on May 19, 2012This book is especially useful for people who have no background in Computer Graphics and would like to understand how to apply all that wonderful senseless math you were made to learn and actually make it useful. This book made my Computer Graphics course especially easy it's a keeper.
Top reviews from other countries
- ZalaReviewed in Canada on June 26, 2019
1.0 out of 5 stars Good content, terrible publishing.
This book covers a wide range of essential topics for both 2D and 3D game development, the quality of printing however has to be some of the worst I have seen. Multiple unglued pages, low ink printing throughout the book making the images and text appear faded and difficult to read. Additional all right hand pages had printing misalignment.
As comprehensive as the content may be I cannot in good faith recommend a book with this many publishing faults.
-
smalonsoReviewed in Spain on March 6, 2018
5.0 out of 5 stars Imprescindible para una buena base de Computer Graphics
Es un libro imprescindible para quien está empezando o quien ya se dedica al mundo de desarrollo de vodeojuegos, efectos especiales o motion graphics avanzados. Ayuda a entender la base de los recursos matemáticos enfocados a Computer Graphics de una forma muy amena y con ejercicios. Las escuelas y universidades con estudios de 3D deberian empezar por aquí y no toqueteando los programas.
- BenjaminReviewed in France on January 19, 2025
5.0 out of 5 stars Big book big brain
The book is available for free online, but I fare a lot better with paper. First off, it is thicc. 4.6cm thick. But also wide and tall (see pic, framework 13 for scale). It is also very well written (see other pic) and full of useful knowledge about maths
BenjaminBig book big brain
Reviewed in France on January 19, 2025
Images in this review
- Gonçalo Nuno LourençoReviewed in the United Kingdom on December 28, 2013
5.0 out of 5 stars Math & Code
It covers the principles of computer graphics with good C++ examples. A true must-have for any one that wants to enter in the gaming world.
-
Rafael Madureira dos SantosReviewed in Brazil on September 13, 2017
5.0 out of 5 stars The best math book I have
Sem dúvidas é o melhor livro de matemática que já li. Me surpreendeu muito a forma simples que os autores abordam temas tão complexos.
Não precisa ser um "expert" em matemática para ler essa obra. Basta um pouco de paciência e força de vontade para entender determinados tópicos.
Anterior a esse livro, estava preocupado em aprender API Gráfica (OpenGL), mas sempre esbarrava na matemática necessária, eu me perdia e fica desmotivado em continuar os estudos. Esse livro tem me ajudado a entender os conceitos que antes eram totalmente nebulosos.
Recomendo para aqueles que desejam não somente copiar e colar códigos de tutorias por aí, mas sim, entender o que cada um deles faz.
Lembrando que esse livro não contém código algum para você escrever um game, na verdade, o ponto do livro é te preparar para entender fórmulas e conceitos matemáticos indispensáveis na construção de um jogo.