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3D Games: Volume 1: Real-Time Rendering and Software Technology Hardcover – Nov 29 2000


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Product Details

  • Hardcover: 816 pages
  • Publisher: Addison-Wesley; 1 edition (Nov. 29 2000)
  • Language: English
  • ISBN-10: 0201619210
  • ISBN-13: 978-0201619218
  • Product Dimensions: 23.8 x 19.6 x 4.8 cm
  • Shipping Weight: 1.7 Kg
  • Average Customer Review: 3.1 out of 5 stars  See all reviews (16 customer reviews)
  • Amazon Bestsellers Rank: #211,942 in Books (See Top 100 in Books)
  • See Complete Table of Contents


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3.1 out of 5 stars
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1 of 1 people found the following review helpful By "mcbain_ie" on Jan. 27 2003
Format: Hardcover
The source for this book is for an entry level 3D engine, which is just what I wanted. But a lot of the theory (coll det etc) in the source is not explained in the book. Rather than explaining fundamental aspects they seem to throw in loads of detail about the topics that they dont seem to have covered and taken for lots of articles that you can find on the web (gamasutra for one).
Saying that the source is nice and taught me a lot, bsp trees + a bit about collisions. Im glad I have the source but the book seems thrown together and shabby. I just think they could have done a better job making it readable starting 3D engine book rather than a shabby reference book.
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1 of 1 people found the following review helpful By "oceanic2003" on June 19 2002
Format: Hardcover
I've read reviews on this book by others. If you can't find a better book, why say that it's not worth buying? Instead of bringing up complaints, why not recommend books you think are more useful? Discouraging buying the book, you believe we should wait for improvements?
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Format: Hardcover
I've been reading game development books for more than 10 years and this is certain one of the best books i've ever read. Policarpo and Watt have created a very good 3D engine that comes in a CD with the book and they explain everything about programming 3D games with this engine and general game programming. It's really Worth Buying!
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Format: Hardcover
I've read reviews on this book by others. If you can't find a better book, why say that it's not worth buying? Instead of bringing up complaints, why not recommend books you think are more useful? Discouraging buying the book, you believe we should wait for improvements?
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Format: Hardcover
This book has many spelling errors for one. Second, after reading this book you would have learned nothing about building your own 3D game engine. This book teaches you how to use the fly3D engine and does a bad job of that. If you want to learn how to make your own 3D games then you are going to want to get OpenGL game programming and both Game Programming Gems books. This is truly a waste of money, don't say I didn't warn you. I don't see how anyone could use this as a reference.
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Format: Hardcover
The book is ok if all you want to learn is theory. If you really want something that shows you the ins-and-outs of realtime 3d processing, this book isn't for you. I felt like there were too many topics covered and the important ones were skimmed over. There is a total lack of practical example code as well - don't bother looking at the FlySDK either - it's a waste of time.
The final straw was when I had to learn BSP techniques. This book had maybe 10 pages on the topic, no real code, only a sample formula that made no sense. I did some research on the Internet and found supporting information and better formulas (for free, mind you) that helped me to understand and formulate my own BSP algorithm. I went back and looked at the section in the text again and found how much was really left out of the BSP section and it was shameful.
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Format: Hardcover
Some of the criticisms are valid, but lets get it straight right here. This is simply the best 3D book out there from all I've seen. In fact, from what I've seen, its the only 3D book worth buying right now for the intermediate<->advanced programmer. You'll have to do a lot of reading with the source code though--but all good info.
The good
1.) No API's are covered. Anyone can learn OpenGL/DirectX, and many tutorials cover those topics quite well. However, this covers the math, algorithms, and 3D side of things (for most part). Some code snippets are included, though--but its not a teach yourself OpenGL in 21 days book (thank god). It also has the best coverage of BSP tree's I've seen aside from dedicated algorithm books. And the coverage on PVS seems a tad brief, but the SDK src code makes up for it.
2.) The src code on the CD is great-- its a load of code to sift through-- not the best code, not the most bug-free--indeed, but good code to learn from. OpenGL stuff is in there, stuff that uses STL and modern C++ techniques, and BSP and PVS code. What more can you ask for in a book? This book comes with a working 3d engine and its source code. I can't think of any book that covers the topics well because the guy implemented what he was writing about. Thats why the book is above average, you get the juicy details along with theory.
3.) Has some cool pictures and visuals of varying effects. Not exactly needed for the professional 3d coder, but sometimes a little eyecandy and visuals doesnt hurt in an otherwise intense book.
The ugly
1.) The last 190 pages cover the SDK he wrote. This could have been better left offline, I think - on a CD-ROM. It gives you some insight on how a 3d API *might* look, or how file formats might look, but who cares.
Read more ›
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Format: Hardcover
This may not be my favorite book, but I do seem to keep picking it up time after time. If you are trying to get a handle on the concepts that are used in current 3D games, this book may prove to be very helpful. I was not very impressed by the Fly3D SDK, but this could be because the demo levels were not really great examples of what the engine could do. It does appear to have many advanced features though.
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