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3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology)
3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology)
by David H. Eberly
Edition: Hardcover

3 of 3 people found the following review helpful
5.0 out of 5 stars Wow - just what i've been waiting for..., 4 Dec. 2000
Ok - firstly, it's not fair to say this book is bad just because it requires an understanding of maths. I'm no maths genius myself, but I found that by reading the explanations and going through the code one the CD together was the easiest way to grasp topics i didn't fully comprehend.
Secondly - I felt at the start that there were one or two topics that the author glossed over rather quickly, but once you realise the value of having such brilliant examples for everything included on the CD to back up the excellent descriptions in the book then you'll realise why this book gained a rating of 5 stars from me.
The appendices in the book are all very helpfull, especially the one on reference counting using smart pointers. Don't be mislead though - you'll find no reference to DirectX or barely even opengl in this book. If you don't know these - go somewhere else.
Summing up, I don't recommend it for students who haven't studied at least up to GCSE maths, I don't recommend it for real novice programmers, but I do recommend it to anyone who has a solid grasp of c++ programming, the basics of graphics programming and wants to branch out in the the realms of 3D computer graphics and is prepared to learn hard and fast.


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