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answers:

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It's been a few years since my computational geometry class in college, and I unfortunately sold my textbook (Computational Geometry in C), so now that I am writing a 2D video game, I am looking for books to give me a hand. What books are recommended that cover the geometry, math, and physics of 2D video game development?

A: 

um, you can look at this thread that has tons of stuff pertaining to the question you've asked.

nlucaroni
not really - I don't see any books about math or physics on there?
warren
+1  A: 

I found Mathematics for 3D Game Programming and Computer Graphics to be pretty good.

Dana the Sane
Does it spend a lot of time covering 3D? I am looking primarily for 2D
Kevin Albrecht
For things like collision detection, you can 'dumb' down the math to work in 2D. You just have to remove the terms that deal with the z axis.
Dana the Sane
+3  A: 

Physics for Game Developers comes to mind, too.

warren
A: 

I'm only familiar with 2D game programming using Flash, but I will pass on this bit of advice --- warren's recommendation on the Oreilly title: "Physics for Game Developers" by Bourg is good if you're comfortable with calculus and physics. If those are topics you've long since forgotten, I would heavily recommend against the Bourg book. You'll find it much too high level. On the other hand, if you're looking for something basic, I'd recommend something along the lines of,

Macromedia Flash Professional 8 Game Development

Anjisan
+1  A: 

Take a look at: Essential Mathematics for Games and Interactive Applications, Second Edition: A Programmer's Guide by James M. Van Verth and Lars M. Bishop.

I used this when I was working with Standard Affine Transformations. I ended up using the built in .NET library Matrix capabilities. However, this book had excellent descriptions and examples that really helped understand the topic at hand. It also covers: Core Mathematics; Linear Transformations and Matrices; Affine Transformations; Real-World Computer Number Representation; Viewing and Projection; Geometry, Shading, and Texturing; Lighting; Rasterization; Animation; Orientation Representation; Intersection Testing; Rigid Body Dynamics; and Reviews for Trigonometry and Calculus

eesh