Review: Freedom™ by Daniel Suarez

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

Review: Mathematics for 3D Game Programming and Computer Graphics

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

Sixense STEM System: Awesome 6-DOF Motion-Tracking for VR

  The guys at Sixense have just released a new video showing off the 5 STEM motion-tracking system that they are Kickstarting. The Sixense version of the Oculus Tuscany demo was already one of the more impressive examples of VR I have seen, and that was just using the Razer Hydra. This new demo ups the ante with a total of 5 trackers,

Creating a 3D Game Engine (Part 6)

It’s been quite a while since my last 3D game engine post, but I haven’t forgot about it. In fact, I’ve been so heads-down in research I haven’t really done any development at all. I still feel like there are a few more books I will need to read to be better prepared, but I guess that will always be the case. So

Review: 3D Game Engine Programming

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

Review: Practical Rendering and Computation with Direct3D 11

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

Review: Shadowrun Returns

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

Review: Rainbows End

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

Review: Remember Me

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

Review: Introduction to 3D Game Programming with DirectX 11

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