[gameprogrammer] Re: 18 hours

matrices and vectors i NEVER have understood really.  it could be that i
just never got enough practice and never took the time to work it out on
paper, but for years they have vexed me and i never quite understood how for
sure to multiply em, do dot products and such like that.

I think trig throws some people for a loop too from what i've seen of other
programmers

----- Original Message ----- 
From: "Bob Pendleton" <bob@xxxxxxxxxxxxx>
To: "Gameprogrammer Mailing List" <gameprogrammer@xxxxxxxxxxxxx>
Sent: Tuesday, February 15, 2005 1:26 PM
Subject: [gameprogrammer] 18 hours


>
> Some time this year I will be trying to teach the basics of 3D graphics
> for game programmers in 6 classes of 3 hours each. It has been a looong
> time since I learned 3D graphics and so I only vaguely remember what was
> hard to learn and what was not. The assumption is that the students know
> how to program in C/C++, but there is no math requirement and no
> graphics requirement. I have a few other lectures that I plan to use to
> cover the basics of graphics hardware and I concepts such as a pixel and
> a surface and so on.
>
> What I would like to hear from you is what you, as game programmers,
> would want to learn. What do you think are key concepts. What was hard
> for you to learn, and so on. You could help me a lot by telling me about
> your experiences learning 3D graphics.
>
> Oh, yeah... before I forget. What are the books and websites that helped
> you the most? I tend to stick to Foley & van Dam "Computer Graphics,
> Principles and Applications". But, I have had complaints from students
> about using that book.
>
> Putting this all together will not only help me with my class, but it
> should (might) help all of us and future programmers learn the material
> in a way that is relevant to game programming.
>
>
> Bob Pendleton
>
>
>
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>
>



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