**Essential Mathematics for Games and Interactive Applications** by James M. Van Verth, Lars M. Bishop

**Kindle Print Replica**

August 26, 2015

Publisher: A K Peters/CRC Press

ISBN: 978-0321623218

Web Resources (www.essentialmath.com)

- book source code
- supporting libraries with full source code
- interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications
- slides and notes from the authors’ GDC tutorials
- a core math library IvMath
- a spline curves library IvCurves
- collision data structures and algorithms IvCollision
- an engine IvEngine (an application framework, basic rendering, input handling, timer functionality)
- a low-level rendering API IvGraphics

The rendering system is implemented using OpenGL as well as Direct3D 11.

Representing real numbers: fixed-point numbers, precision and error, relative error, floating-point numbers (mantissa and exponent), scientific notation, IEEE 754 floating-point standard, comparing floating-point numbers, double precision, half precision, internal FPU precision