on 14 September 2012
I think the two bad reviews of this book have completely missed the point of it. Of course it's outdated if you're looking for a guide on modern programming practices, but that's not what the book's about. This book is a great introduction to 3D programming principals, and I'd highly recommend it to keen, young programmers who want to understand a bit more about how polygon rasterisation works.
This book introduced me to 3D graphics, and because of it I have a much better understanding of graphics and optimisation in general. It helps that I went through it back in the days that DOS was still being used (just), but I don't think that's a limiting factor. It explains concepts like matrix transformations, projection and clipping very well, and even goes a small amount into ray-casting. Every graphics programmer worth their salt should be able to write a basic 3D engine from first principals, and this book will get you there.
on 5 August 2004
A friend gave me this book so I paid nothing for it, and fortunately because the content is very old.
I read it in 2004 and it was written in 1993, DOS is not used anymore. I don't recomend it to beginners because it's a waste of time.
I learned a lot from the book because I knew nothing about the subject but I had to adapt everything to make the programs run in Linux.
Today almost everyone uses at least 640x480 and the book uses the old MCGA 320x200.
I don't like the code style used by the author either.
If you want to learn how to program 3D games, learn OpenGL and game programming from an updated book.