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Year: 2016

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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