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 →

Finally, I’ve got around to reading (and finishing) Game Coding Complete, and it’s up there on the list of great game development resources. I’d been meaning to read this book for quite some time, but got distracted with DirectX and Windows hooking for use with my 3D driver. Now that I’m back on the 3D engine kick, it seems like a good time to hit this book. Reading through this, I was thoroughly impressed by the content and the writing style. Don’t be discouraged by the lengthy size, this text is well worth the time to read. The authors, both seasoned game developers, working onRead More →

I’ve been keeping tabs on Unity since back when it was a Mac only thing, and it sure has come a long way over the years. Even though I have downloaded and toyed with the program before, I hadn’t took the time to read a proper book on the engine. Now that I am having to work with Unity more for the job, I figured it was a good time to brush up on some knowledge. Although there are tons of Unity books out there, Unity 3.x Game Development Essentials seemed to have good reviews, and the price was right (only $16 for the KindleRead More →