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books books, books && books

Started by November 28, 2000 08:02 AM
10 comments, last by wolverine 24 years, 1 month ago
I know there must have been hundreds of posts like this before, but.... ya know, i don''t spend my entire life on this site. Anyway, here goes. Christmas is here (almost!). And what''s the best present a programmer can have? A book!!!! (yeah, right ). Well, i have tons of books about programming. I have a very good knowledge of c/c++ (my favourite languages). Now i''m looking for books on 3d Engines and i''ve read some books of Andre Lamothe. So, what books can you recomend me, not about programming, but about creating / designing 3D engines and utilities? thnks.
Well while we''re at it, I was gonna make a post like this one myself. The books I''m looking for, are good DX books. I bought 2 so far and can use DX quite well, but I''m not very satisfied, I want to learn more. Both books didn''t cover the theory behind the code very well. They just explained how to do it, so I have no idea how good or bad what they taught is in various situations.
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Black Art of 3D Game Programming is a good book to learn basic 3D theory and how to do stuff in software, if you ever want to learn that. Advanced 3D Game Programming or something like that is quite good, and covers AI and other cool stuff, such as progressive meshes and IK. The sort of thing you''d need to make a more modern 3D game


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I very highly recommend Real-Time Rendering by Tomas Moller and Eric Haines, and 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics by David H. Eberly.

These two books have a lot of theory in them, but also require a lot of advanced mathmatics. 3D Game Engine Design recommends a knowledge of vector and matrix algebra, linear algebra, multivariate calculus, and data structures.

If you have little or no experience with these subjects, however, I would not recommend these books as they make very liberal use of them throughout the text.

Edited by - Ranok on November 28, 2000 1:37:27 PM
---Ranok---
Game Programming Gems is on my christmas list.

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yep, i''ve read Black Art of 3D Game Programming and it''s a great book.

As for the other books, i wouldnt know which one to buy (i can''t buy them all because they are all expensive - the cost of knowledge!). I''ll read the reviews at amazon to decide.

If you know any more 3D books, keep them comming....
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I would agree with Ranok that Real-Time Rendering by Tomas Moller and Eric Haines is a great book. Covers alot of stuff about 3D programming w/o using any API or programminglanguage stuff.
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I just bought the 3d game engine design by eberly the other day!
wow, it''s nice to see i picked a good one (especially since i might not eat on friday cuz of the 60 big ones i dropped on it!)

i definitely recommend this one! it''s got a lot in there, if you can stomach the math. but, hey, if you''re going to make a 3d game engine, you gotta like math, seriously! if you''re still in hs, i''d suggest waiting, or studying. cuz the math in it is NOT hs level material (at least not my hs, and i was in the honors classes)
((even my college (Pitt) didn''t cover this stuff until the 2nd half of my sophomore year or so))


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I read the reviews of 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics, and most were high but a the few that really caught my attention said that it wasn''t really a design/architecture book. The marketing hype also sayes its OOD, which I don''t believe for an instant.

Anyone know of any OOD and/or Pattern books that deal with 3D graphics, real-time systems, and/or interactive environments (aka tele-immersion)?
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quote: Original post by Magmai Kai Holmlor

Anyone know of any OOD and/or Pattern books that deal with 3D graphics, real-time systems, and/or interactive environments (aka tele-immersion)?


Haven''t read it, but I noticed this one on www.fatbrain.com: "Game Architecture and Design Gold Book" by Rollings and Morris. Might be interesting - go check out the summary and reviews.

3D books that I have on my shelf include the "OpenGL Programming Guide", "Real-Time Rendering" by Moller and Haines, "3D Game Engine Design" by Eberly, and "Texturing and Modeling: a Procedural Approach" by Ebert, Perlin, Musgrave and some other guys I can''t remember right now
Tom Nuydens delphi3d@gamedeveloper.org www.gamedeveloper.org/delphi3d

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