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Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization
 
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Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization [Paperback]

Andre LaMothe
4.6 out of 5 stars  See all reviews (55 customer reviews)

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To be an ordinary programmer is one thing: You need only learn how to interact with the computer on its own terms, creating buttons and combo boxes that have no significance away from the screen. To be a game programmer--particularly one that writes games with environments that appear three-dimensional to their players--is something else entirely. Such work requires that the flat screen simulate the real world, complete with light, shading, texture, gravity, and momentum. It's all quite complicated. Tricks of the 3D Game Programming Gurus helps its readers make great progress in creating 3D worlds and the action that goes on in them.

That this large, dense book manages to explain how to design and implement a 3D game while neither glossing over too many details nor swamping the reader with trivia is a credit to author André LaMothe. He opens by showing (and explaining) the C++ source code of a simple but full-fledged 3D spaceflight shooter game--a real boost to the reader's confidence. From there, he explains the complicated geometric concepts and mathematics that underlie realistic games (always with an eye toward software algorithms) and shows how to use the many APIs and libraries (including Microsoft DirectX 9.0) that make the world-builder's job easier. Make no mistake: Designing and building convincing games with 3D visuals and behaviors that convincingly approximate real-world physics is hard work. In this book, LaMothe helps you get it done and enjoy the process. --David Wall

Topics covered: How to design and build 3D worlds and the goings-on within them. Aside from mathematics and geometry, this book focuses on wireframe models, shading, rendering, and animation. Microsoft DirectX 9.0 gets special attention.

Book Description

Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the future.


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Customer Reviews

55 Reviews
5 star:
 (45)
4 star:
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3 star:
 (1)
2 star:
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Average Customer Review
4.6 out of 5 stars (55 customer reviews)
 
 
 
 
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5.0 out of 5 stars Go for it !, Jun 18 2004
By 
This review is from: Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization (Paperback)
This book is an excellent way to get started in 3d.It covers all u need to know to implement a software engine yourself.
This book covers z-buffering, BSP trees, lighting, texture mapping, alpha blending, 1/z buffering etc. and it is simple
enough for a newbie programmer to understand because the code is mostly in C.
I simply cant believe that LaMothe could cover all this topics in a single book.The demos are excellent.
This book is a must-buy if you are serious about game/graphics programming.
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5.0 out of 5 stars Excellent and approachable 3D engine tutorial, May 12 2004
By 
Tasha Jessup (San Diego, CA United States) - See all my reviews
(REAL NAME)   
This review is from: Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization (Paperback)
In his latest book, "Tricks of the 3D Game Programming Gurus," André LaMothe develops a 3D software engine by adding new functionally sequentially through each successive chapter. The book is a little over 1600 pages, comes with a companion CD and retails for $59.99.

Writing a graphics engine in software may not seem all that sophisticated, but it is an excellent way to approach computer graphics. By having to write specific functions that are typically abstracted by a platform specific API (i.e. DirectX), LaMothe focuses on the underlying theory and provides the reader a conceptual framework that is easily adapted to various targets as need arises.

While this book is the second volume in the Tricks series, having read the first book is not essential. To handle the 2D graphics, audio, and input, LaMothe starts off with the engine developed from the first book with DirectX 7 - and builds the 3D software engine on top of it (through the course of the subsequent chapters).

The first section introduces DirectX, the basic game structure, and the previous library's functional interface. In order to maximize time (and pages) building the new 3D engine, LaMothe abstracts the DirectX and Win32 code by encapsulating the computer interface to a set of three libraries to handle window construction, input, and audio. The book adequately describes the basic foundations necessary to use DirectX and Win32 without dwelling on many of the specifics. The main objective is getting to the 3D portion of the book and a "black box" approach is best for the platform specific wrapper code.

The second section begins with linear algebra and trigonometry. The math section spans over one hundred pages and forms the basis of the math library described in the subsequent chapter. Having most of the fundamental groundwork in place, LaMothe begins to develop the pipeline for the 3D engine. From the local to world transform to projection, the sub-steps necessary for rasterization are well detailed and described. In order to read external model data, several functions are developed to parse the output of the modeling tools included on the companion CD. By the end of the section, the engine is able to render in wire-frame.

After having the basic engine in place, the book really takes off. LaMothe starts the third section of the book adding critical enhancements: lighting, texture mapping, clipping, and a depth buffer. Starting with the mathematical background, each topic is thoroughly explored then the functional changes to the engine API are presented. LaMothe writes in a clear and sometimes too familiar fashion. The book reads as though LaMothe is speaking directly to you while transcribing his thoughts to the page.

In the final section of the book, LaMothe tackles several advanced graphics topics: perspective texture mapping, spatial partitioning, shadows, and animation. The visibility chapter is particularly strong with an in-depth look at Binary Space Partitions (BSP trees) and various other portal techniques. The engine code and examples are well commented and makes it easy to jump back and forth from the book to the source code.

The companion CD is as robust as the book. It contains a bevy of additional resources - nearly 600 MB including all the source code covered in the text (with pre-compiled executables), the book's appendices, twenty five articles from various authors on everything from Artificial Intelligence to Pentium optimization, source code to Quake, and trial versions of some helpful game development tools, like Sound Forge and Paint Shop Pro, and the DirectX 9 SDK. The modeling tools are a very nice touch and add to the completeness of the overall text.

Simply put, this is a thoroughly satisfying book. While LaMothe's approach in developing the engine is sound, understand that he makes design choices throughout the book to specifically make a fast software engine (i.e. no shaders, no complex light models, lookup tables, etc.). The theory behind his choice in approach is the valuable part of the book and the engine is just a practical demonstration. A reader looking to develop their own engine or understand the details behind the scenes when using an API like DirectX will truly appreciate the effort LaMothe has undertaken.

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5.0 out of 5 stars Perfect Book - 3D Graphics from the Ground Up to the Sky!, April 21 2004
By 
Jeff Cummings (Ocean Shores, WA USA) - See all my reviews
This review is from: Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization (Paperback)
Excellent!!! I've bought a lot of graphics programming books lately...about three dozen! And all of Andre LaMothe's Books are superb. This book on 3D Graphics is an expansion of his first book on Windows Graphics Programming. It's worth every penny, and for beginners he teaches you from the ground up, starting with one pixel on the screen. The Demos are great, the source code is easy to understand. The explanations are laid out in a very great conversational quality. I haven't put this book on the shelf since I've got it, it's always open! I've only endorsed one book on the internet, and this is the one, because I think that it is so great! This book would be an excellent reference for programmers also! The accompanying CD is worth it's weight in gold, Andre LaMothe really knows what he is doing!
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