Mummy
06-Apr-2007, 10:46
Hello all,
I've stopped doing 3d stuff some years ago, i had fun coding software engines, now i want to get back in the game so i made a list of books that i found recommended on this forum and on teh internets, which books among this list you think deserve to be bought ? and which books you think that suck and should be avoided ?
Advanced Animation and Rendering Techniques : Theory and Practice *
Alan H. Watt, Mark Watt (Contributor) / Hardcover / Published 1992
Computer Graphics : Principles and Practice (Systems Programming) -- *
James D.Foley(Editor), et al; Hardcover
Those two are probably the most famous books for game programmers, though they are now likely outdated, do you think it's worth getting them anyway ?
Real-Time Rendering (2nd Edition)
Mathematics for 3D Game Programming and Computer Graphics
3D Math Primer for Graphics and Game Development
Game Coding Complete
Physics for Game Developers
ShaderX series
Game Programming Gems series
GPU Gems series
Advanced Game Development with Programmable Graphics Hardware, by Alan Watt and Fabio Policarpo, August 2005.
Fundamentals of Computer Graphics, 2nd Edition, by Peter Shirley et alia, July 2005.
Game Coding Complete, by Mike McShaffry, January 2005
Real-Time Collision Detection, by Christer Ericson, Dec. 2004
3D Game Engine Architecture, by Dave Eberly, Dec. 2004
Advanced Lighting and Materials With Shaders, by Kelly Dempski and Emmanuel Viale, November 2004
Demoscene: the art of real-time, edited by Lassi Tasajrvi, June 2004
Shaders for Game Programmers and Artists by Sebastien St-Laurent, May 2004.
Game Physics, by Dave Eberly, Dec. 2003
Mathematics for 3D Game Programming and Computer Graphics, Second Edition, Eric Lengyel, Nov. 2003
My wish would be to do a modern 3D engine with a decent level of physics (might also use freeware physics engines, but i prefer to do things myself usually), primary objective is shading, realistic shadows etc.
I know C++, have experience with Direct3D and im getting good in math too, so don't worry to suggest me complex books.
I've stopped doing 3d stuff some years ago, i had fun coding software engines, now i want to get back in the game so i made a list of books that i found recommended on this forum and on teh internets, which books among this list you think deserve to be bought ? and which books you think that suck and should be avoided ?
Advanced Animation and Rendering Techniques : Theory and Practice *
Alan H. Watt, Mark Watt (Contributor) / Hardcover / Published 1992
Computer Graphics : Principles and Practice (Systems Programming) -- *
James D.Foley(Editor), et al; Hardcover
Those two are probably the most famous books for game programmers, though they are now likely outdated, do you think it's worth getting them anyway ?
Real-Time Rendering (2nd Edition)
Mathematics for 3D Game Programming and Computer Graphics
3D Math Primer for Graphics and Game Development
Game Coding Complete
Physics for Game Developers
ShaderX series
Game Programming Gems series
GPU Gems series
Advanced Game Development with Programmable Graphics Hardware, by Alan Watt and Fabio Policarpo, August 2005.
Fundamentals of Computer Graphics, 2nd Edition, by Peter Shirley et alia, July 2005.
Game Coding Complete, by Mike McShaffry, January 2005
Real-Time Collision Detection, by Christer Ericson, Dec. 2004
3D Game Engine Architecture, by Dave Eberly, Dec. 2004
Advanced Lighting and Materials With Shaders, by Kelly Dempski and Emmanuel Viale, November 2004
Demoscene: the art of real-time, edited by Lassi Tasajrvi, June 2004
Shaders for Game Programmers and Artists by Sebastien St-Laurent, May 2004.
Game Physics, by Dave Eberly, Dec. 2003
Mathematics for 3D Game Programming and Computer Graphics, Second Edition, Eric Lengyel, Nov. 2003
My wish would be to do a modern 3D engine with a decent level of physics (might also use freeware physics engines, but i prefer to do things myself usually), primary objective is shading, realistic shadows etc.
I know C++, have experience with Direct3D and im getting good in math too, so don't worry to suggest me complex books.