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Black Art of 3D Game Programming: Writing Your Own High-Speed 3D Polygon Video Games in C

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Title: Black Art of 3D Game Programming: Writing Your Own High-Speed 3D Polygon Video Games in C
by Andre Lamothe
ISBN: 1-57169-004-2
Publisher: Waite Group Press
Pub. Date: September, 1995
Format: Paperback
Volumes: 1
List Price(USD): $49.95
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Average Customer Rating: 4.1 (51 reviews)

Customer Reviews

Rating: 5
Summary: Great book for learning game programming and 3D concepts
Comment: Although the content of this book is rather outdated now, it still has a huge amount of useful information. If you want to move on to OpenGL or something similar, you'll need to first have a basic understanding of computer graphics. Black Art of 3D Game Programming goes beyond this and unveils the intricate details and nuances of writing your own 3D games, explaining complex math in-depth, and describing each element of a 2D and 3D game in an easily understood manner. You do not need to have any previous knowledge of graphics programming whatsoever. It explains everything...how to switch from text to graphics mode, how to plot pixels, etc. You will, however, need a fairly good knowledge of the C programming language. The only downside of this book is that it fails to explain texture mapping in 3D space, but I don't blame it. Besides, you can learn that anywhere. If you know C and you want a great book to get into graphics, get this book!

Rating: 3
Summary: Excellent Content/Concepts
Comment: Andre Lamothe obviously knows his material when it comes to math and Game Programming. All of the mathmatical knowledge that is necessary to perform 3D rendering etc. is present in this book, as well as several other revelant concepts.

Chapter 1 and 2: The introductory area of the book, dealing with the history of games, 2D and 3D.

Chapter 3 - 9: Mostly instruction and examples on ways to communicate directly with the computers hardware. This includes but is not limited to: The VGA Card, a Mouse, Keyboard, Joysick, Sound Card, Serial Ports and Modems. It also gives you your first introduction to the artificial intelligence algorythms required for computer based 'enemies' in a game. Interrupts are also covered. NOTE: Most of these things, communicating directly with the systems hardware, has become a cardnal sin with new versions of Windows, but it can still be done, and the concepts are essential.

Chapter 10 - 17: 3D instruction, first laying out a great foundation then beginning your first 3D graphics engine. The reader will learn how to create render and fill objects, as well as assign view positions, and 'transforming the universe' around them. All of the mathematics required for all 3D procedures (it is a lot) is included and explained. Voxel graphics are also covered, then many optimization procedures are explained and used.

Chapter 18: A program 'Kill or be Killed' using all of the knowledge you have learned. This is what you were waiting for, now you can make your own 3D games. with a bit of up-to-date direction of course.

All of the main 3D concepts are covered very well, complete with in depth explaination and examples. Lots, LOTS of source is included both within the book and in the accompanying CD.

Rating: 5
Summary: This is still a good intro book
Comment: I owned this book for a while but I didn't actually pick it up and start reading it until a few weeks ago... people will complain that this book is outdated and blah blah... well those people are people who want to be spoon fed everything and have no creativity... if you have any kind of brain, this book is an awesome intro to 3d graphics... just check out my site http://members.rogers.com/vetro

I started coding a 3d graphics engine... I had to improvise, but the techniques are all based on the last half of this book

V

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