Right off the bat, I knew this was not going to be an in-depth resource. The book weighs in and a light 120 pages, though the title does say “getting started” so I least they were upfront about it. That said, I did find the book useful and feel it was a good intro text for people unfamiliar with UDK. Getting Started with UDK by John P. Doran explains how to create a simple tower defense type game using the Epic UDK (Unreal Development Kit). UDK is a free version of the popular Unreal Engine 3, and is targeted toward indie developers. Though the software itselfRead More →

Personally I hate spoilers, so I will keep this brief. Freedom™ is the sequel to the best-selling book Daemon by Daniel Suarez. If you haven’t read the original, you should go do that now. It’s great. The premise of the first book is that of a famous game developer that dies, and spawns an AI that goes rouge and starts killing people. It then follows the investigation into the Daemon and the people that try to stop it. The whole thing is an action-packed ride, and is especially fun for anyone into computers or gaming as there are several scenes with hacking and bringing gaming concepts into real-life.Read More →

Mathematics for 3D Game Programming and Computer Graphics by Eric Lengyel is one of those books I have literally been eyeing for years and just never got around to reading. If you are not familiar, Eric Lengyel is the creator of the C4 Engine, and also the author of various game development books. He is well regarded in the community, so I assumed this was a must read title. After reading it, I still agree; it’s an excellent source of knowledge. The book covers the basic stuff you would expect from a 3D math book: vectors, matrices, quaternions, intersections between various types of geometry, visibility, etc.Read More →

The quest to become a master of 3D engines has brought me to another book, 3D Game Engine Programming by Stefan Zerbst (with a forward from the legendary Andre LaMothe). This is one of the first books I’ve read in a while that wasn’t available on the Kindle, and it’s out of print, but I managed to find a used copy of the paperback without a problem. At a somewhat meaty 850 pages, it was a little cumbersome to read, especially laying down in bed. It’s really amazing how spoiled you get with new technology. Anyway, the book was great and I enjoyed the wholeRead More →

I was thoroughly impressed by Practical Rendering and Computation with Direct3D 11 by Jason Zink. Microsoft’s Direct3D API is certainly not for beginners, and neither is this book. But, at the same time, the author does a great job of explaining the material in a way that is approachable. The book assumes you are already comfortable with C++, and doesn’t hold your hand with the syntax. This is great, since you really should have an understanding of C++ before jumping into 3D graphics programming. It’s also not the kind of book that expects you to type in long pages of example code into your computer. In fact,Read More →

Let me just say this right off the bat: Shadowrun for Super Nintendo is my all-time favorite game. All time. It was great. Set in a future cyberpunk theme urban sprawl, you are basically a gun for hire. Or at least you were. You wake up in a morgue back from the dead with no memory of your life. You spend the rest of the game trying to discover what happened. It had RPG elements, action elements, adventure elements. You could hack computers and get money or steal information. You could go to a bar and hire guns to help out on your mission. ItRead More →

I went into this book not knowing much. Well I heard it was set in the future, and was recommended on some internet forums. So that was enough to pique my interest. After listening to the 14+ hours of the audio-book, I’m not sure I can say I know anymore. OK, I will be blunt. I don’t think I enjoyed this journey. It was not that it was badly written. Vernor Vinge seems like a competent writer. It’s just that the story did not grip me, nor were the characters particularly recognizable or likable. I mean, I was not expecting something on the level ofRead More →

Remember Me is an action-adventure title recently released by Capcom (developed by Dontnod). It is set in a futuristic Paris, and follows a “memory hunter” named Nilin. Basically, in the future people can erase (or alter) their memories, and there is a big evil corporation profiting off the situation. Nilin is part of the resistance, called Errorists, that fight the corporation.  Nilin starts the game with all her memories conveniently erased, and fights throughout the story to regain her past. An interesting premise, though you can tell the story borrows concepts from other popular science fiction. That said, it’s compelling enough to take you throughRead More →

Frank Luna’s DirectX series has been the go to book for DirectX development for many years. Although there are other great resources, Luna’s writing is both informative and approachable. The book also covers a broad range of topics from the basic lighting, texturing, and blending, to terrain rendering, normal and displacement mapping, geometry and compute shaders and more. He even tackles some tough topics like shadow mapping and ambient occlusion in a way that is understandable. Overall a lot of good material in a package that’s a bit under 900 pages. The book assumes you have some knowledge of graphics and C++ programming, though it doesRead More →

In preparation for my 3D game engine, I have been trying to read all I can on 3D engine design and architecture. Although there are some good books out there, it’s very difficult to find a text that will walk you through everything you need to know. That said, 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic by David H. Eberly gives it a good attempt. The book covers the author’s Wild Magic engine, and discusses certain choices he made when developing the engine. It briefly touches on OpenGL, discusses abstracting away platform-specific details, 3D mathematics (and there is a lot of math in thisRead More →