If you’re working with 3ds Max, or even similar packages, I think this book holds some insight. I’ve tried a few different modeling packages, but somehow Max just seemed to click better for me. Maybe it’s because it was the first one I started learning with, or maybe it’s popular for a reason. Not sure, but I think it’s a very capable product (especially for game development). 3ds Max Modeling for Games shows you how to do some basic (and not so basic) modeling tasks in the app. I found the instruction to be detailed and clear, though at times it can be very specific toRead More →

  Today I’d like to unveil what I’ve been working on for about 2 weeks: Pong in Unreal Engine 4. Most of that time was spent reading documentation and watching tutorial videos just to figure out the basics. There is actually a *lot* of good material out there for Unreal Engine 4, the docs have been helpful and there are plenty of videos. Disappointingly, there are barely any books out there for the engine, but I’m sure that will change quickly. Pretty much anyone will tell you, when you are learning to develop games (or switching to a new engine/platform), the best thing to doRead More →

So it comes with great reluctance but I think I will have to suspend development on my 3D game engine, at least for the near future. Surely this will be a disappointment to anyone following the progress and I did not make the decision lightly. After spending some time thinking about it, I think it’s the right move. It’s just really hard to justify the amount of time and effort put into this when there are much better solutions available off-the-shelf. In the little less than 2 years I’ve worked on this project, I think I have made decent strides. Honestly, I was not working on itRead More →

I will start by saying this book is game programming GOLD! Whether you are a pro or a novice looking to learn, this book deserves to place on your shelf (or I guess in memory if you buy the e-book). While some of the chapters may seem like obvious things for people that have programmed games before, I think even advanced coders will discover a few things they didn’t know. So let me talk about what this book is. Basically it covers common challenges in game programming and some useful ways of resolving the problem. Though the theme of the book is game development, a lotRead More →

This book could be called “Everything You Ever Wanted to Ask About C++ and a Whole Bunch of Other Stuff You Had No Clue You Didn’t Know.” It really is the most comprehensive book I’ve seen on C++ and covers just about everything you will need to know (and maybe some more). That’s not surprising, as the book is some 1,300+ pages long. And, of course, it’s written by the creator of C++, so I would guess he knows a thing or two about the language. The C++ Programming Language by Bjarne Stroustrup does cover all the major aspects of C++, but to name a few of the topicsRead More →

  It’s been some time since the last 3D engine update, but I’m still sticking with it. Currently I am working on getting a physics engine implemented. The video you see above is the first glimpse of this custom physics engine. Obviously it’s ultra basic right now, but it’s a start. The algorithm is based on a verlet integrator, and the code is running using DirectCompute on the GPU. To be honest, it’s pretty hacked together right now, and the bounds/bouncing behavior is hard-coded. But, hey, it’s something! I also tweaked the style of the demo to more closely align with other demos from researchersRead More →

Game Physics Pearls has been a book on my wishlist for a while, and I’ve finally got the chance to finish reading it and putting up this review. The text is edited by Gino van den Bergen and Dirk Gregorius, and each chapter is written by a unique author. I found that a lot of ground was covered while still keeping the book somewhat cohesive. It doesn’t feel like a complete random mash-up, and the progression is nice. Some of the chapter content includes: basic mathematics, game physics pitfalls, broad phase, narrow phase, GJK, SPH, parallel particle simulation, ropes, soft bodies, and verlet integration. Even afterRead More →

Today I will be reviewing Physics for Game Programmers by Grant Palmer, another stepping stone on my quest to build a custom physics engine. Overall I enjoyed reading the book, and I feel like I learned a lot of general things but not enough to base a physics implementation on. Please read on for more details. What I found most interesting about this text was the explanations of certain aspects of physics that I had not seen covered before. I have already read about 3 or 4 different books all on game physics, and I was expecting this title to be more of a refresherRead More →

Shadow Algorithms Data Miner by Andrew Woo was an interesting find for me. The oddly titled book was released over 2 years ago, yet there wasn’t a single review on Amazon (where I purchased the e-book). However, I read the table of contents and it seemed pretty extensive in it’s coverage of computer graphic shadow techniques. So I decided to take a chance and purchase the item. I am glad I did. Prior to vacationing in Japan, I started reading the book and managed to finish it before the plane ride back. It was only about 200 pages long, somewhat short for a technical text,Read More →

While I implemented frustum culling a little while ago, I never actually coded a proper bounding volume. For the  bounding test I was using a sphere, but I just set the radius to some hard-coded value. This was fine when I just had a bunch of similar sized cubes on screen, however it broke apart once I started getting varied models imported. This week I decided to do something about it. After a quick Google search for bounding spheres, I ended up on Wikipedia. There was some good information there regarding minimal bounding spheres (also known as smallest enclosing ball or minimal enclosing ball), andRead More →