Steve Hazen has some great articles about the kind of math used in 3D game programming:

- Matrix Basics. How to step away from storing an orientation as ‘3 angles’
- Working with and Visualizing Vectors

Be sure to follow the links in that second article – looks like he has a lot more content planned too!

Thank you for the mention Shawn, it is a pleasure to give a little something back to a community that has been the source of so much enjoyment to me the last few years.

An idea that I hope to convey in the blog is that in the context of XNA, being effective at 3d math has little to do with being good with numbers. Happily, for our sake, your team is good with numbers and have given us all those methods that take care of the numbers for us. Instead, for the beginner to be effective, it’s about demystifying the useful math concepts/constructs, developing a visualization foundation for them, and learning what they can do for your model’s motion. That’s the goal of the blog series and your mentioning it here adds motivation to continue it.

Thanks again..

Thanks for the links 🙂

And you have done some great posts lately they are a joy to read 😉

> being effective at 3d math has little to do with being good with numbers. Happily, for our sake, your team is good with numbers

Heh, I wish!

I’m totally in the category you are talking about here: I understand matrix and vector math well enough to be effective, and have a reasonable grasp of how to visualize what is going on with them, but when it comes to the underlying math, I’m totally lost!

Fortunately, though, we also have Ito, who does understand this stuff in great detail. My eyes glaze over any time he starts talking about GJK solvers 🙂