|
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
[email protected]:
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.
[email protected]:
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.
[email protected]:
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.
[email protected]:
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)

[email protected]:
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/
[email protected]:
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.
|