
Computational Geometry in C
by Joseph O'Rourke · first published 1994
4mentions
3recommended by
3HN commenters
2008–2025first – last mentioned
100% recommend
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…i.e. not under the name Computational Geometry. For me, the most valuable thing was learning that this was an actual field with a name, which gave me a starting point for self-study. Also check out Computational Geometry in C, Second Ed., by O'Rourke. It goes into more low-level implementation details (the first book I mentioned is a good high-level introduction to reasoning about geometric algorithms, so you should read…
on “Ask YC: Want to learn about GPS/Location Based Programming. Where to start? ” ↗Going more in the computational geometry direction, in addition to some interesting algorithms in the Graphics Gems series: O'Rourke, "Computational Geometry in C 2e". Deals with the basics in a principled way. Start here for fundamentals like a good algorithm for intersection of two lines, or inside/outside polygon tests (don't depend on garbage blog posts for…
on “Ask HN: Learn Graphics Programming, Recommendations?” ↗…useful. The O'Reily Physics for Game Developers is kind of lacking--it's more a cookbook than anything else; the Eberly books are a much better use of time, and actually explore the math much better. Computational Geometry in C by O'Rourke is wonderful, but a bit academic for almost any game development purposes. Geometric Tools for Computer Graphics has a permanent place on my desk, and was very useful when doing graphics…
on “Books For Game Developers” ↗…Joseph H. Kindle, "Theory and Problems of Plane and Solid Analytic Geometry (Shaum's outline)" The following are approachable, but don't directly address your interest in curves: Joseph O'Rourke, "Computational Geometry in C," second edition (basics everyone should know, starts with primitives like knowing the best way to compute the intersection of two line segments. Christer Ericson, "Real-time collision detection" (a…
on “Ask HN: What to learn for math for modeling?” ↗