![](http://members.gamedev.net/noaktree/j_img/cross_platform_book.jpg)
I've been reading the book "Cross-Platform Game Programming" and have decided that anything I build from here on out should be system and future friendly. Just the first couple of chapters contain enough information to move me towards this goal. Most of the book is intended for building a complete game engine and so it goes into great detail about memory, cpu, audio, etc. Since I'm more into building libraries at the moment I'm sure I won't use half of what's in this book but it does give perspective of where my libraries will fit into the overall scheme of cross platform engines, or any engine. In short... Abstract the hell out of it. So far I have a basic vector class compiling on my win32 and lin32 boxes.
![](http://members.gamedev.net/noaktree/j_img/math43d_book.jpg)
After reading an article of vertex tangent and bi-tangent calculations by Eric Lengyel I decided to dive in and read some more of his work. So I've placed an order for his book "Mathematics for 3D Game Programming and Computer Graphics". I look forward to reading about curves and culling techniques. Just looking at the table of contents tells me this book is going to stay on my desk.
I guess I'm just been fiddling around with 3D basics at the moment. Earlier in the week I was able to generate a cone / cylinder object - sometimes a cone and other times a cylinder when top radius > 0. Then I coded normal generation and later this weekend or early next week I'll start writing algorithms to generate texture coordinates using projective cylinder and projective box methods. It just feels so good for my mind to be working on these kinds of problems again.