Creating the Art of the Game by Matthew Omernick was a quick and easy read. However, I wish I had noticed the age of the book (and also the age of the reviews on Amazon). This book is seriously dated, and it has not aged well. Although some of the topics are still applicable, and lot of the stuff he talks about is ancient in the game dev industry. All things considered, it’s not necessarily a bad book, it’s just not very useful at this point. The book covers a number of fairly basic topics regarding art creation for video games. Some of what isRead More →

In this review, I will discuss my experience with Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game by Ian Millington. This is actually the first book I’ve ever read solely on game physics and I think I made the right choice here. Although I have developed several physics engines previously, they were only in 2D and the extra dimension complicates matters significantly. Game Physics Engine Development is a book specifically about 3D game physics, though the author does make a short reference to 2D physics at the end. I felt like the book had just enough math to explainRead More →

There is no question, Digital Modeling by William Vaughan is a book every 3D modeler (or aspiring modeler) should read. It really captures the essence of what makes a good model, and doesn’t get bogged down with technical details of specific modeling packages. In this review, I will briefly go over why I think everyone with any interest in 3D art should pick up this book. At 432 pages, it’s a pretty light read. The author, William Vaughan, presents the material almost as you’d expect a teacher or a mentor to pass knowledge onto his students. He’s clearly an accomplished artist, and provides some anecdotes on projectsRead More →

  After a few days of hacking away at the code, I’ve got a new video up. In this update I have added normal mapping and specular lighting. I did have a few set-backs while working on the shaders, and it was made even more difficult since I was basically “flying blind” without a debugger. It seems that the Express version of Visual Studio does not support shader debugging, and neither does Nvidia’s debugger tool. Very sad, and I may (at some point) have to upgrade to the Pro version. I’ll probably hold out for a little bit, and I did end up figuring theRead More →

3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics by David H. Eberly was an quite a read, at slightly over 1,000 pages. However, after a few chapters in I was already getting fatigued and I really had to push my way to the end. That’s not to say that the book was bad, it was not, however it was nothing like what I expected. Let me explain. Imagine you walk into a restaurant and sit down with a friend. After several minutes of thought, you decide to order a steak. The waiter comes, takes your order, and about 15 minutes later returnsRead More →

  Spent the last couple days adding in skybox support into the engine. Currently it’s a little hard-coded, but it does seem to be working well. I also bumped the field of view (FOV) up to 90 (from 45) so you can see more of the sky. I wanted to make sure I was only using my own artwork for this engine demo. Unfortunately, it would have been rather difficult to take panoramic photos myself. So I generated the sky texture using Terragen. Somewhat of a cheat, but I did technically “create” it myself, so I can live with that. Ran into one issue that hadRead More →