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
3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3d Technology)(2 customer reviews)