Review: Digital Lighting and Rendering by Jeremy Birn

Jeremy Birn’s Digital Lighting and Rendering is a masterful treatise on digital lighting and, in my opinion, a must have on your bookshelf if you’re a 3d artist. While the text is clearly aimed at pre-rendered art, for example in animated movies or live-action effects, most of the concepts are fundamental enough to apply to lighting real-time scenes in games, or even more traditional art

Review: Learning Vulkan by Parminder Singh

Learning Vulkan by Parminder Singh is an excellent foray into the Vulkan graphics API and quite a competent book. The text is a reasonable 466 pages, and packs a lot in there. Singh covers all the basics of using Vulkan and goes into great detail at each step of the way. Not only is there actual C++ code shown (a lot of it), but he

Review: Vulkan Graphics API: in 20 Minutes by Kenwright

Vulkan Graphics API: in 20 Minutes is a short, no-nonsense, introduction to the Vulkan graphics API. Though the title of the book says “20 minutes,” I believe I spent somewhere between 1 and 2 hours to finish it (though I admittedly read pretty slow). This is the type of book I wish there were more of: something short and sweet as a brief

Review: Beginning Math and Physics for Game Programmers by Wendy Stahler

Beginning Math and Physics for Game Programmers by Wendy Stahler is the kind of book I like. The title is straight-forward, and the content actually delivers what it claims. I’ve read a number of game development math books but I find that many of them expect a college level mathematics background, or at least some intermediate knowledge already. Not here. This is a