after lusting for a copy of andré lamothe’s Black Art of 3d Game Programming for years, i finally found an affordable copy
it does not disappoint. one of the fatal flaws of 95% of 3d game programming books is that they jump straight into mathematical proofs, instead of explaining in human terms how concepts are relevant to making a game. lamothe’s programming concepts are clear, easy to understand, and provide real-world examples before diving into code
to my delight, the book doesn’t limit itself to just 3d. it covers every conceivable topic for building a game engine from scratch in MS-DOS - and includes some great chapters on FM and wavetable synthesis!
#programming #c #retroGaming
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I need this book now. Looking through it online, it even has instructions to build your own sound output device that attaches to the parallel port and uses a resistor ladder (actually, 2 ladders because it is stereo) as a DAC to produce audio. Epic.It also covers state machines with probabilistic state selection for controlling enemies. That’s the technique I used for the AI (that’s what we called it) code to control monsters and vehicles in “Godzilla: Unleashed” for the Wii.
@[email protected] that has some Zen of Graphics Programming vibes, a book which I will never get rid of
@[email protected] very much Abrash-level depth
@[email protected] The cover art has incredible energy. How did they so perfectly blend the aesthetics of a D&D dungeon master guide and clipart collection CDs?
@[email protected] 😆 it really does look like a 3rd party published 3e book
@[email protected] OMG that looks so cool
@[email protected] I should get myself a copy, what’s the ISBN?
@[email protected] this post has awakened a deep need
@[email protected] Andre is well known vor his close to reality books. Don’t get fooled by the sheer number. None of them might be groundbreaking, but all are well worth a read.