Vector Games Math Processors (Wordware Game Math Library) | 
enlarge | Author: James Leiterman Publisher: Wordware Publishing, Inc. Category: Book
List Price: $59.95 Buy New: $19.89 You Save: $40.06 (67%)
New (9) Used (3) from $8.13
Rating: 2 reviews Sales Rank: 652708
Media: Paperback Pages: 504 Number Of Items: 1 Shipping Weight (lbs): 1.6 Dimensions (in): 9 x 6.1 x 1.2
ISBN: 1556229216 Dewey Decimal Number: 004.35 EAN: 9781556229213
Publication Date: November 25, 2002 Availability: Usually ships in 1-2 business days Shipping: Expedited shipping available Shipping: International shipping available Condition: BRAND NEW, NO UGLY BLACK REMAINDER MARKS, NEVER READ, FAST SHIPPING!!!..."Our Small Bookstore Believes In Quality Over Quantity, Great Customer Service and Fast Shipping."
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Product Description Due to the advancement of video games and game console hardware, the super computer is now a home consumer appliance. Vector Game Math Processors explains to programmers how to write parallel-based integer and floating point based math algorithms for use in video games as well as scientific applications. Every manufacturer uses their own terms such as SIMD, Packed Data, Parallel Data, Semi-Vector, and Vector but they are all different labels for the methodology for programming multiple sets of data with the same computer instruction at the same time. Programmers have been publicly declaring these newer processors more complex and harder to program. The primary goal of this book is to explain the differences in these processors. This is an advanced title appropriate for experienced game and graphics programmers and is part of the Wordware Game Developer's Library.
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| Customer Reviews:
Great Book December 22, 2004 Ingeborg Martinsson 3 out of 4 found this review helpful
This book is for professionals and intermediate programmers interested in optimizing 3D vector calculations of their code. So this book gives you a clue what and how to do. I think a really professional book from a professional. It gives you a nice start to build fast code for vector and matrix calculations. Maybe faster then the DirectX implementations. ;-) Some important notes about the book: 1. nice explanations and figures 2. no nonsense code or listnings 3. all working code and compiled binaries 4. 4 platforms supported - so if you are coding a proggy in OpenGl for Mac and Windows. It will compile with a appropriate compiler. 5. no stupid or extrordinary woodoo assembler code - understandable code! 6. many instruction sets are explained and implemented like MMX, 3DNow, SSE and so on A great buy. Satisfaction is guaranteed. Martin Berlin
Unreadable April 19, 2006 J Jacob Jingleheimer Schmidt 1 out of 2 found this review helpful
The author seems knowledgeable in the area he covers, but, unfortunately, can't write: there isn't one clear paragraph in the whole book, not one coherent chapter -- this book reads like a transcript of a mental patient's ranting: disjointed and random, ungrammatical, having no logical structure, no direction; with concepts used w/o being defined before (or after!); wrong words used all the time (or, alternatively, missing a word now and then) -- all in all, a sizeable load of gibberish that's torture to parse and impossible to understand. Even vector math itself is not defined! The author, if he must write at all, should team up with a competent technical writer, maybe as a coauthor, especially since the publisher, Wordware (based on my observations, a second-rate outfit in general) doesn't seem keen on providing adequate editorial contribution
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