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: 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

Building a DIY Data-Glove (Part 1)

  For quite some time I have been waiting for a good data-glove to hit the market for use with virtual reality applications. So far the only consumer product that has come remotely close was the P5 glove, which was probably one of the biggest disappointments in my life. Although better data-gloves have existed since the 90’s, they have been so expensive to

DirectCompute Lecture Series

Well I know this is kind of old, but I am just discovering it and it seems like a good resource. It’s basically a series of videos put together by Microsoft to explain their DirectCompute API. If you’re not familiar with DirectCompute, it’s an API that allows you to write general purpose algorithms and run them on the GPU. Since the GPU is