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©2001-2002

R E F E R E N C E S


Here's the recommended books by members. Share your favourite books to aid game engineering or just adding comments about a book.


3D Game Engine Design
A Practical Approach to Real Time Computer Graphics



by David H. Eberly
Publisher: Morgan Kauffman Publishers. 2001.
Website: http://www.wild-magic.com/
3DGameEngineDesign.html


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Entitled 3D Game Engine Design, the book's more proper to call as 3D Graphics Engine Design. Subjects covering details of creating 3D graphics; the basic geometry, surface/curves, terrain, animation, effects, until poly-picking, eventhough it still reserved place to cover collision, scene-graph and some other stuff. Quite practical, followed the books and you'll have an engine. :)


Computer Graphics
Principles and Practice, Second Edition



by James D. Foley, A. van Dam et al.
Publisher: Addison-Wesley. 1990.

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Foley and van Dam's book was widely refered for its basic principal of computer graphics. Covers basic topics and traditional techniques like rasterizing, color theory, etc. Some use it as textbook for computer graphic course.


Game Architecture and Design



by Andrew Rollings, Dave Morris
Publisher: The Coriolis Group. 2000.

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Rare book with topic covering more about game design and architecture then the technical stuff. Talk about designing gameplay, team, project, and the big view of the game architecture.


Game Programming Gems Series



Edited by Mark A. DeLoura
Publisher: Charles River Media, Inc. 2000.

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Like the Graphics Gems series, this books is actually combination of articles written by many game professionals ranging from general programming techniques, AI, graphics, and game maths. Mostly practical. By summer 2002 the third book will be released.


Graphics Gems Series (I-V)



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Compilation of graphics articles by the graphics programmer. The topics were hot when the books first appear. Range from polygonal techniques, pixel manipulation, and the like. Some practical, some theorical, and mostly quite heavy for me :).



Real Time Rendering



by Tomas Moller and Eric Haines
Publisher: A K Peters. 1999.
Website: http://www.realtimerendering.com/

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Practical books for introduction into Real-Time Rendering. Covers broadly but detail enough. Good book both for programmer or anybody who wants to know what's exactly 3D doing inside.
Explaining from the basic polygon, texture, and lightning, goes to culling and even collision/intersection techniques.