The never ending question… :)
How To Get Into the Game Industry
How To Get Into the Game Industry - as Programmer
The never ending question… :)
How To Get Into the Game Industry
How To Get Into the Game Industry - as Programmer
Nitro Reading List
Greg McBride, SDSG
We don’t want our developers losing too much sleep with all the excitement over Nitro, so we thought we’d squash any outbreaks of insomnia with a 3D math/graphics reading list. For anyone making the jump from GBA to Nitro, a little brushing up on 3D graphics may be in order. To that end, we’ve put together the following list of books that should help you get up to speed quickly.
3D math
3D Math Primer for Graphics and Game Development
by Fletcher Dunn, Ian Parberry, Dr Ian Parberry
Publisher: Wordware Publishing; 1st edition (June 15, 2002)
ISBN: 1556229119
- Very good, easy to read coverage of all your 3D math, discusses the theory, from coordinate systems up to visibility determination as well as practical implementation issues.
Mathematics for 3D Game Programming and Computer Graphics, Second Edition
by Eric Lengyel
Publisher: Charles River Media; 2nd edition (November 18, 2003)
ISBN: 1584502770
- Good deeper coverage of all the 3D math you’ll need, although not as light reading as 3D Math Primer.
Geometric Tools for Computer Graphics
by Philip Schneider (Author), David Eberly (Author)
Publisher: Morgan Kaufmann; (September 26, 2002)
ISBN: 1558605940
- Lots of 2D/3D math: matrices and vectors, geometric primitives, how to calculate distances, intersections, angles, projections and so on. Also covers more 3D engine oriented topics, such as BSP trees.
Practical Algorithms for 3D Computer Graphics
by R. Stuart Ferguson
Publisher: AK Peters Ltd; Book and CD-ROM edition (August 2001)
ISBN: 1568811543
- Math coverage, and brief discussions of some 3D engine type topics, such as IK and skeletal animation.
3D graphics engines
Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization
by Andre LaMothe (Author)
Publisher: SAMS; Book and CD-ROM edition (June 2, 2003)
ISBN: 0672318350
- Not a small book… Usually 200 pages of seemingly obligatory discussion of available graphics API’s makes for a book thin on general graphics and game topics, but at just over 1700 pages, there’s still 1500 pages of coverage of 3D math and game engine topics.
3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics
by David H. Eberly (Author)
Publisher: Morgan Kaufmann; Book and CD-ROM edition (September 22, 2000)
ISBN: 1558605932
- Once you get up to speed on all the basics, this book goes into depth on a variety of topics that are sure to come up once you start building your engine.
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