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Title: 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics by David H. Eberly ISBN: 1-55860-593-2 Publisher: Morgan Kaufmann Pub. Date: 22 September, 2000 Format: Hardcover Volumes: 1 List Price(USD): $73.95 |
Average Customer Rating: 3.75 (51 reviews)
Rating: 3
Summary: Lots of good material, but very difficult to follow
Comment: I hate to give this book three stars, because it was obviously well-intended, but the main problem I think can be summed up in two words: no pictures.
Time and again, I would be reading through a detailed mathematical explanation about Axis Aligned Bounding Boxes or lozenges vs. cylinders, and wonder to myself: what the heck is he talking about, and why aren't there any illustrations to show what's going on here?
There were very, very few diagrams and/or pictures in the book which could be used to illustrate a concept or discussion. Considering the technical depth of the topics covered, it's an almost embarrasing omission. And for a computer graphics book not to have two illustrations within thirty pages of one another is pretty silly.
Not to be unfair, this book does have a lot going for it. If you know a fair amount of linear algebra, set theory and some calculus, then you should be able to glean something from the (well written) chapters. Dr. Eberly does do a good job of hitting on the important facets of a 3D game engine. But without illustrations to drive home the discussions, the book is of limited use. Real Time Rendering by Moller and Haines still sets the standard in this area.
Rating: 5
Summary: Full of math, gives strong basis. NOT for beginners
Comment: Gives the mathematics that build a 3d graphics engine. Some chapters could have gone deeper (like animation), others are really good (curves and terrain generation). But if you are looking for a book that will build your application from vertices to AI, that's not the book you need. For example, 3d collision detection focuses on the mathematics to find where and when a box intersects, let's say, a lozenge but not on organizing the CD procedures.
But definitely a must have if you want to get deeper in CG and game programming.
Rating: 3
Summary: Many good tips, some non effective, some missing
Comment: The real stuff a game programmer needs is not seen here : Collision detection, network real time programming, multi platform programming. Indeep investigation of very basic topics, and almost nothing about advanced ones.
The examples and code sample are interesting for tutorial purpose.
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Title: Real-Time Rendering (2nd Edition) by Tomas Akenine-Moller, Eric Haines ISBN: 1568811829 Publisher: AK Peters, Ltd. Pub. Date: July, 2002 List Price(USD): $59.00 |
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Title: Physics for Game Developers by David M. Bourg ISBN: 0596000065 Publisher: O'Reilly & Associates Pub. Date: 15 November, 2001 List Price(USD): $39.95 |
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Title: Mathematics for 3D Game Programming & Computer Graphics by Eric Lengyel ISBN: 1584500379 Publisher: Charles River Media Pub. Date: 18 December, 2001 List Price(USD): $49.95 |
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Title: Game Coding Complete by Mike McShaffry ISBN: 1932111751 Publisher: Paraglyph Press Pub. Date: 01 June, 2003 List Price(USD): $39.99 |
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Title: 3D Math Primer for Graphics and Game Development by Fletcher Dunn, Ian Parberry ISBN: 1556229119 Publisher: Wordware Publishing Pub. Date: 15 June, 2002 List Price(USD): $49.95 |
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