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3D Game Engine Programming (Game Development Series)
3D Game Engine Programming (Game Development Series)
by Oliver Duvel
Edition: Paperback

1 of 1 people found the following review helpful
3.0 out of 5 stars Tries to do a lot and only partly comes through, 31 July 2010
This book is far from perfect, but it is one of the only books that attempts to give an introduction to all areas of game engine programming and for this it deserves credits. The book is written in a very light language and is therefore easily readable, even though it obviously requires that one has some programming knowledge beforehand.

Where the book fails in my eyes is that it tries to be one massive tutorial on how to do each and every step in the creation of a game engine, dubbed the ZFX engine. I can not think of any occasion where you actually want to recreate his engine in this cumbersome step-by-step way which means that many of the chapters become overly focused on less important implementation details instead of a proper generalized introduction to the area.

I can not see this book working well as a main book for engine programming, but it does serve well as an additional reference book due to the many different areas covered, which means you do not need a separate book for audio, networking, etc.

Interactive Computer Graphics: A Top-Down Approach Using OpenGL
Interactive Computer Graphics: A Top-Down Approach Using OpenGL
by Edward Angel
Edition: Hardcover

4.0 out of 5 stars Solid introduction to computer graphics, 31 July 2010
This book serves as a modern version of Foley's old bible on Computer Graphics. If you are looking for a solid and in-depth introduction to computer graphics with a focus on real-time aspects then this book is recommendable. It is more accessible than Foley's both due to the lower page count and the lower math requirements. With that said, this is at times a little too long and in other places it is still quite demanding in terms of math knowledge.

What it does well is that it combines the theoretic foundation of computer graphics with practical implementations in OpenGL. It should be noted that while this book does cover a significant amount of OpenGL then it is not recommendable without any other resources if you are just looking at doing some OpenGL programming.

In relation to game engines then this book is useful, although this is not in anyway it's sole purpose. As an engine programmer I could have wished for an even more modern, readable and sharply focused book around interactive computer graphics for games, but this is simply still the book on the market that currently gets closest to those needs.

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