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

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

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Review: Foundations of Game Engine Development, Volume 1: Mathematics by Eric Lengyel

Review: Foundations of Game Engine Development, Volume 1: Mathematics by Eric Lengyel

I’ve always been a big fan of Eric Lengyel, from both his work on the C4 Engine (and now the new Tombstone Engine) and his previous math book, Mathematics for 3D Game Programming and Computer Graphics, which is on it’s 3rd edition and is one of the definitive texts in

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Review: Mathematics & Physics for Programmers by Danny Kodicek and John P. Flynt

Review: Mathematics & Physics for Programmers by Danny Kodicek and John P. Flynt

This book was quite an interesting read. Though a book of math and physics sounds like it would be boring, I found the text to be pretty engaging. At  688 pages, it’s not the longest technical resource, but the authors manage to pack a good deal in those

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Review: Game Programming Algorithms and Techniques: A Platform-Agnostic Approach by Sanjay Madhav

Review: Game Programming Algorithms and Techniques: A Platform-Agnostic Approach by Sanjay Madhav

Game Programming Algorithms and Techniques is one of those books that tries to be as general as possible, and I believe the author was successful in that. Too many books target one specific piece of software or even one particular version of a framework and end up becoming

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Review: Anatomy for 3D Artists: The Essential Guide for CG Professionals by Chris Legaspi

Review: Anatomy for 3D Artists: The Essential Guide for CG Professionals by Chris Legaspi

This book really is “The Essential Guide” for 3D character artists. Though you can probably make a decent model just following reference images and common sense, I think a solid basis of knowledge of the human form really is the foundation for taking your art to the next

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Review: Programming Game AI By Example by Mat Buckland

Review: Programming Game AI By Example by Mat Buckland

Programming Game AI By Example by Mat Buckland is one of those books that comes highly recommended and was one I had been meaning to read for a long time. In fact, I originally purchased the paperback in 2006 and never got around to reading it. The interesting

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Review: Getting Started with Unity 5 by Dr. Edward Lavieri

Review: Getting Started with Unity 5 by Dr. Edward Lavieri

Getting Started with Unity 5 is mostly what it bills itself as: a way to get started in Unity for beginners. The book is clearly targeting beginners, and takes the reader from having never used Unity to making a simple farming-type game. I enjoyed reading it (in the whole

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Review: Learning C++ by Creating Games with UE4 by William Sherif

Review: Learning C++ by Creating Games with UE4 by William Sherif

Right here is a book with a clearly defined goal and an excellent execution. Learning C++ by Creating Games with UE4 by William Sherif takes you on a journey from being a total blank in C++ to coding some basic features of a 3D game. Even though I have

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Tutorial: How To Make a Cube Roll On A Grid in Unreal Engine 4

Tutorial: How To Make a Cube Roll On A Grid in Unreal Engine 4

In this tutorial, I will show how to make a cube roll from side-to-side on a grid. This project took me around 3 days to complete, though much of that was wrapping my head around basic things in UE4. Some of the areas explored here include setting up

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Review: Maya Studio Projects: Game Environments and Props by Michael McKinley

Review: Maya Studio Projects: Game Environments and Props by Michael McKinley

This is a book with a solid focus, and I feel like it accomplishes it’s goal nicely. Basically what Maya Studio Projects is about is creating environment objects and props for games (as the title implies). There are 9 chapters, and each one chooses a different object to model. McKinley is

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