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5.0 out of 5 stars Great stuff.,
This review is from: 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3d Technology) (Hardcover)This is a solid, well laid out book with some very in depth maths. Thankfully, the math is covered in the first few chapters and throughout (always good for a refresher).
A few people may object to the coding style and pretty hardcore C++. But, it is consistent through-out and very readable once you get used to it.
The jump from fixed pipeline 3.x to the new 4.x shader based engine is most welcome. The examples provided are extensive and easy to understand. Good support and updates are provided from [...]
All in all, a fine purchase and a really good improvement on the first edition.
Also, it has to be said that it`s a pretty damn good price for a shader based "next gen" capable engine.
4.0 out of 5 stars My little review,
This review is from: 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3d Technology) (Hardcover)This book is a great resource but I feel that it should be purchased with other resources geared to OOP approaches and data management. I found that in many places David Eberly had met the criteria for delivering information about the type of 3D system that I would like to implement but I also found that it was weak in other aspects.
The aspects that are strong in this book are:
- Array of mathematical formula relating to 3D.
- In depth conversation about development of his engines.
- Breakdown of various engine modules.
- Hirachy of the overall engine instantly feels like a that of a mainstram console/pc engine.
- Ability to integrate shaders and controllers.
The aspects that are weak:
- Assumption of C++ and i/o steams.
- Overall lack of detailed interfaces and coupling of geometry to rendering system.
- Lack of simple explainations about some underlaying principles.
- Lack of modern API references and test cases.
- Lack of good UML or any other diagrams.
Overall, I would recommend this book, especially if you already have some knowledge of affine and homogeneous points, vectors and matrices. It is the most complete
4.0 out of 5 stars Solid book with a lot of knowledge in it,
This review is from: 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3d Technology) (Hardcover)I bought the book because I needed info about how to make a game engine - not only a 3D graphics engine as many other books end up being about. In this book the overall structure of a game engine is described throughoutly. The most important bits for me were how to set up the game object class hierarchy and how to load and store your game engine state into serial form (serialization). While that stuff is not described in enough detail in the book that I would like as many details are left unexplained, there are not any books that would give you even that much.
In addition the book you also get the source code for a full blown game engine. It might not be useful for actual game projects as it is, but it provides an industrial quality reference how to actually make it all work together. And it's certainly more than a run-of-the-mill source code releases usually found in programming books. The WildMagic source code being continuously developed and is already in version 4.
The book is a bit heavy on the math side. David toned down the maths for the second edition but there is no denyining that math is an important factor in making 3D game graphics (and engine). What I would critisize is the layout of the book. It feels more like a reference instead of a coherent book explaining how to start laying out your engine. For example, the hard math is layed on front of you starting from the chapter two after a short introduction. I would have liked a bit more top-down approach where the structure of a game engine is discussed first and then going into the details. Now the infrastructure related stuff comes in starting from chapter 18 (object-oriented infrastructure) after all the math stuff. This is why I didn't give it 5 stars.
Anyway, 3D Game Engine Design is probably the best all-in-one reference book about the subject together with an excellent source code.
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3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3d Technology) by David H. Eberly (Hardcover - 3 Nov 2006)