3.0 out of 5 stars
Core concepts very good, Programming not so much, 8 Oct 2013
I work in the game industry and currently I'm jumping from general engine programming to more specialised areas in rendering programming. I bought this book by recommendation in gamedev forums.
I have to say it's very easy to read, these kind of books are my favourites, the author had the guts to actually show his code to the world and nowadays is a luxury to see more than maths everywhere because people are afraid of other programmers pointing out the flaws.
That said, be very careful of the usage of general programming guidelines in this book. Grasp out for the core concepts and learn from it but when you do implement it, take your time and design the stuff in "better" ways, Mr Eberly is a mathematician after all.
Things like: RTTI, polymorphism, streams for IO, are a NO-NO in efficient gaming engines. Get functions should return a value, not calculate it on the spot, that is also a recurring thing in this book which will sink your framerate.
That being said I definitely recommend this book to the aspiring 3D graphics programmer, is worth a read as long as you are able to spot the pitfalls of the programming aspect. If not, you are better off reading about the efficient usage of C++ language for games or real time applications.
But hey, we all have to start somewhere.