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Hardcover 3D Games: Volume 1: Real-Time Rendering and Software Technology [With CDROM] Book

ISBN: 0201619210

ISBN13: 9780201619218

3D Games: Volume 1: Real-Time Rendering and Software Technology [With CDROM]

An academic games programming book that is expressly written for degree courses in 3D games programming. Students will be able to develop their own games within the game Skeletons on the accompanying... This description may be from another edition of this product.

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Format: Hardcover

Condition: Good

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Customer Reviews

5 ratings

excellent book

I almost did not buy this book because of some of the earlier reviews, but since it was the only book I could find that provided a comprehensive theoretical, as well as practical, introdution to 3D games I went ahead and bought it anyway. I found that the book is, indeed, an excellent introduction to computer games. I would like to clear up issues addressed by earlier reviews. First, this book does contain a lot of theory as well as practical information. It does assume a basic knowledge of calculus, linear algebra, and discrete mathematics--math that any graphics programmer (or any programmer for that matter) should have at least a basic understanding of. It also assumes a basic knowledge of computer graphics. Thus, if you are looking for a cut and paste guide to creating computer games and are not looking to actually understand how interactive 3D applications work, you should not buy this book. If you intend to learn the fundamentals necessary to become a professional game programmer, or serious hobbyist, you definitely should. Second, although there are a few typos, I am sure that the "spelling errors" that have been cited are actually due to the fact that the book is written in European, not American, english. This means that, while probably 99% of the words are the same, subtle differences in spellings exist (such as colour instead of color and visualisation instead of visualization). This does not, however, detract from the readability of the book. This an excellent book and, despite some of the negative reviews, it lived up to all of my expectations as a sound theoretical, as well as practical, introduction to 3D game programming.

This is an excelent book

I've been reading game development books for more than 10 years and this is certain one of the best books i've ever read. Policarpo and Watt have created a very good 3D engine that comes in a CD with the book and they explain everything about programming 3D games with this engine and general game programming. It's really Worth Buying!

A good 3d book so far, but not perfect

Some of the criticisms are valid, but lets get it straight right here. This is simply the best 3D book out there from all I've seen. In fact, from what I've seen, its the only 3D book worth buying right now for the intermediateadvanced programmer. You'll have to do a lot of reading with the source code though--but all good info.The good1.) No API's are covered. Anyone can learn OpenGL/DirectX, and many tutorials cover those topics quite well. However, this covers the math, algorithms, and 3D side of things (for most part). Some code snippets are included, though--but its not a teach yourself OpenGL in 21 days book (thank god). It also has the best coverage of BSP tree's I've seen aside from dedicated algorithm books. And the coverage on PVS seems a tad brief, but the SDK src code makes up for it.2.) The src code on the CD is great-- its a load of code to sift through-- not the best code, not the most bug-free--indeed, but good code to learn from. OpenGL stuff is in there, stuff that uses STL and modern C++ techniques, and BSP and PVS code. What more can you ask for in a book? This book comes with a working 3d engine and its source code. I can't think of any book that covers the topics well because the guy implemented what he was writing about. Thats why the book is above average, you get the juicy details along with theory.3.) Has some cool pictures and visuals of varying effects. Not exactly needed for the professional 3d coder, but sometimes a little eyecandy and visuals doesnt hurt in an otherwise intense book.The ugly1.) The last 190 pages cover the SDK he wrote. This could have been better left offline, I think - on a CD-ROM. It gives you some insight on how a 3d API *might* look, or how file formats might look, but who cares. I want more 3d stuff in there, next time fool. 2.) The PVS section could have had a tad more detail. I want the most detail on the hardest topics, and the most briviety on the eastest topics. 3.) The collision detection could have had a more detail. I think the coverage was average, and by finding a few references in the back that should complete it. But, I'm willing to bet if you can implement BSP trees, then collision detection should be easy, I mean as far as math goes. Therefore, the higher level overview is sufficient probably for the coder to get the rest working on his own. But still Watts, its important and you should know it gets neglated way too much. Stop negletating the essentials people!4.) What the heck is that image analysis, DCT and FFT thing about? Seems like a waste of space, doesnt cover it in enough detail dude. Come on, FFT's are discussed in a digital signal processing book. You cant do it justice there, I dont think.5.) Networking code, umm, waste of space. People can buy a seperate book for that, or leave articles on CD-ROM.Summary 1.) More coverage on PVS and collision detection2.) More coverage on modern games and the techniques they use3.) No references or crap on FlySDK, who cares? Leave it

A great book. now ...a reference book in the future

This book is , in my opinion, the best choice for a serious amateur or a shareware games developer. Most of the games programming books now available on the market, explain, step by step, how to design a 2D or a 3D graphic engine. As a matter of fact a graphic engine is just a tool for a game developer. It is not needed to go through in detail a so complicated and boring code, to develop a game. Even some professional software houses purchase the graphic engine. My ideal game programming book should focus on graphic techniques and game logic, instead. This is what Mr Watt and Mr Policarpo do.(1) They provide a detailed explanation of computer graphic, even exceeding the needs of a game developer(2) a powerful graphic engine. Look at the demos,they are impressive(3) 12 tutorials to get familiar with it. (4) All the needed facilities. Some other books do not even supply a utility to load a .3ds file format(5) The foundations of A.I. ,collision detection etc(6) They use OpenGL instead of Direct X The MS library seems to become a standard for professional games developers but,in my opinion ,they are a nightmare for an amateur(7) Last , Vol 2 has been announced by July 2001. If Mr Watt and Mr Policarpo take note of the critics of the readers who rated this book , 1 or 2 stars, a reference book for our wonderful hobby will be, at last, available

Excellent technical reference

This book is an excellent reference for 3D Game techniques. It is well researched and easy to follow. The SDK requires effort to get it working (read all documentation & readme files first), but that doesn't detract from the quality, depth and breadth of the material presented in the book.
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