Before we begin rendering objects, it is essential that you are familiar with the math that will be used for the projects in this book. Mathematics plays a crucial role in game development, and graphics programming generally uses vectors and matrices extensively. In this chapter, you will understand where these math concepts can come in handy. First, we'll go over some key mathematical concepts and then apply them so that we can work with space transformations and render pipelines. There are dedicated books that cover all the math-related topics that you'll need for game development. However, since we will be covering graphics programming with C++, other mathematics topics are out of the scope of this book.
In the upcoming chapters, we will be using the OpenGL and Vulkan graphics APIs to render our objects and use the GLM math library...