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on 2 January 2004
if you want to get confused by a trillion optimizations in the parts where understanding is the most important, by all means get this book.
Lamothe is still stuck in the mid-70's C days. He claims C++ is "hard to teach in" because it is confusing. I think it is more confusing to him than to any modern programmer. Old C is by far more confusing in my opinion.
This book is 1700 pages long - a big chunk of it is almost pure code dump, that could easily fit on a CD (and does). The old-fashioned programming style, combined with his optimizations down to the assembler level makes the code hard to understand. I believe it is time for Lamothe to enter the 21st century with his programming style, and get out of the 70's.
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on 2 February 2004
If you DONT want to use DirectX 3D API, then go with this book. As LaMothe says "Math, Math,...etc” in software mode, with C.
The coding is not tidy. And the routines all look alike throughout the whole book at a glance its (x,y,z on every line).
The accompanying CD is worth a five-minute browse, yes I’m not kidding.
LaMothe admittedly wrote this book without a specific direction. So there’s lots of
subjects covered. The best page of the book explains how to use CASE tool optimisations.
I was looking for a book with lots of references to common black box D3D9 functions. Incidentally I still haven’t found an advanced reference book on D3D 9, so I can only recommend the Microsoft SDK help as a free alternative.
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on 7 November 2003
As one of the other (positive) reviews says, this book teaches its builders how to write a software renderer for videogames.
And that's the problem - this sort of technology became obsolete years ago.
If you want to know how videogames are really written today, get another book.
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