Showing posts with label game programming. Show all posts
Showing posts with label game programming. Show all posts

Practical Algorithms for 3D Computer Graphics Review

Practical Algorithms for 3D Computer Graphics
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Practical Algorithms for 3D Computer Graphics ReviewThis is a book that is hard to pinpoint who it was written for.
On very few pages, it tries to cover a huge variety of topics, from modelling and animation to rendering.
Unfortunately, the results are usually not very successful, since sometimes important areas of research are not even mentioned and others, the solution provided by the author is not a great one at all.
The book can be best seen as a tutorial covering the algorithms used in R. Stuart Fergusson's now freely available OpenFX (with source code).
Albeit the title implies that this is a book aimed at experienced people in computer graphics, don't be deceived. This is a book for newbies. However as such it is hard to recommend it. At best, this book can help students understand the complications involved in going from a theoretical algorithm to an actual implementations of it. And the code provided should be seen by students as an example of how NOT to code for CG graphics: a lot of it in spaghetti C.
The text is clear and the first pages covering most of the basic concepts of 3D graphics is a good introduction. However, even then, some important concepts of CG are hardly ever mentioned, like NURBs curves and surfaces.
Albeit each chapter covers a specific area, the book is disorganized jumping from modeling to rendering and back again for no reason.
Pages are devoted to the most trivial storage of polygons in memory, and the author then provides a very inefficient way to store polygon connectivity for subdivision (never mentioning that edge structures such as half-edge or quad-edges have been known for quiet some time and are way more practical than his ad-hoc methods).
Following are chapters devoted to scanline rendering and raytracing. The information provided is also simple and mostly just a description of the techniques implemented in his 3D package.
Then jumping to animation... keyframing is described briefly and mostly in terms of the very bad TCB spline approach. Hierarchies and bones come next, with a decent introduction to IK systems. Physical simulations are discussed later, but so badly that it is not worth the few pages there are.
The Polygonal modelling chapter is okay, given the basics of several common algorithms that anyone dealing with polys will need all the time.
The coverage of image processing is laughable.
And then comes a chapter devoted to procedural textures. This is probably the best thing in the book, assuming you already read "Texturing and Modelling: A procedural approach". Besides covering the obvious textures based around Perlin noise, the author goes beyond that by giving an introduction to the more powerful crystal-based textures, which afaik have not been well documented in the past and are usually not described in most courses, since they are impossible to do just with Prman's SL. The explanation and theory is not amazing but it does give an introduction that can help understand his code and is indeed more practical than the famous "T&M" book, which these days seems pretty outdated. As is the case in the rest of the text, the author gives you a little peek at his code and structures he has used, which students that have a solid coding experience may find helpful. Unfortunately, these snippets of structs are really pretty bad and I would not want to encourage anyone to follow those constructions, beyond a learning guide.
The final chapters are devoted to Win32 specifics, which are likely already out of date: some DirectX code and a Windows player.
Overall this will be a book useful for only for someone that has just started computer graphics or maybe a shader writer interested in procedurals. The explanations are certainly more accessible than other more popular texts.
At the same time, it would be unfortunate if this book was their only reference.Practical Algorithms for 3D Computer Graphics Overview

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Programming the Cell Processor: For Games, Graphics, and Computation Review

Programming the Cell Processor: For Games, Graphics, and Computation
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Programming the Cell Processor: For Games, Graphics, and Computation ReviewFirst and foremost, this is NOT a book for beginners. It's for experienced programmers who want to start working with the Cell processor. If that describes you, then you should buy this book immediately.
Every imaginable detail about the Cell is covered here. You'll learn how to write code, yes, but you'll also learn how that code works in terms of the Cell's physical architecture. This is crucial to understanding how best to harness the Cell's power. There are numerous diagrams and clear writing throughout, succinctly explaining what your code does and why it does it.
The book opens with a few chapters on setting up your work environment. This goes into great detail, walking you through installing Linux on a Windows PC or a Playstation 3 system, using gcc/make, acquiring and configuring the Cell SDK, debugging and simulating Cell applications, and setting up Eclipse and the Cell IDE. If you already know your way around Linux you'll be able to skip most of this, but if you're a Windows user (like me) this section will prove invaluable.
This is followed by in-depth technical discussions of the PPU (the Cell's primary processor) and the SPUs (the smaller, distributed processors at the heart of the Cell's power), how these communicate with each other, and how to optimize these communications. Sprinkled throughout are use cases for various functions in the Cell standard libraries; by the end of this section you should be able to program the Cell processor reasonably effectively.
While this book is focused on the Cell processor in general, it does recognize that perhaps the most ubiquitous application of the processor at present is the Playstation 3 system; to that end, the third and final section of the book is targeted at using the Cell processor for specifically game-related tasks: programming the frame buffer, using OpenGL, running the popular Ogre3D engine on the Cell, and using the COLLADA shared graphics file format and libraries. Depending on your focus, this section may or may not be useful, but either way its quality remains up to par with the rest of the book.
My only complaint is that the book's structure is not particularly conducive to use as a reference guide. That is, while it covers a significant portion of the Cell libraries and features, you can't just quickly look something up. The book's design seems to suggest a deep, initial read-through and then only occasional re-references thereafter. But perhaps supplementing it with the SDK's own documentation is sufficient. This is the only reason the book falls short of 5 stars for me, and of course your mileage may vary.
Overall, highly recommended for experienced programmers who want to start working with the Cell processor.Programming the Cell Processor: For Games, Graphics, and Computation Overview

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C++ For Game Programmers (Game Development Series) Review

C++ For Game Programmers (Game Development Series)
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C++ For Game Programmers (Game Development Series) ReviewThis book is not about game programming. It is about using C++ effectively to write game code. It is for "Programmers" who use C++ to write game code. Just wanted to clear that up for some of you boneheads who were expecting some kind of graphics tutorial.
Anyway, I devoured this book in a few days. It is written in the fasion of Scott Meyers indispensable "Effective C++" series. Noel explains what the compiler may or may not do for you. For instance, you may be surprised to learn that your inline functions may in fact not be inlined. Noel explains why and how to better your chances of getting your function truly inlined. If you are used to always writing copy constructors, Noel will show you when not to in game code. The breakdown of the virtual function table for an object with multiple inheritance was an eye opener. He also supplies a memory manager worth it's weight in gold! (How do you weigh code...?)
Also covered are the STL, Abstract Interfaces (great for implementing your graphics pipeline in BOTH Direct X and OpenGL), Plug In's (very cool coverage) as well as implementing your own Run Time Type Checker you can use in your Linux code as well (MicroSoft's RTTI bytes).
What Noel stresses throught the book is if your code is doing something a hundred thousand times each frame, you better know what it's really doing! The code snippets are perfect. They are not complete examples you can rip off and drop into your own code. But they do show you enough to make you say "Ah ha! Thats how its done." If you are a software engineer by profession, you will find yourself hurrying to work to see where you can improve that dog you are working on. I carry a book bag every day with 5 or 6 programming books that should be in every programmers library. This book is now one of them.
Finally, if you want a sample of Noels writing, run out and pick up a copy of the April 2004 issue of "Game Developer" magazine and check out his article on "Optimizing the Content Pipeline."C++ For Game Programmers (Game Development Series) Overview

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Beginning Game Programming: A GameDev.net Collection (Course Technology Cengage Learning) Review

Beginning Game Programming: A GameDev.net Collection (Course Technology Cengage Learning)
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Beginning Game Programming: A GameDev.net Collection (Course Technology Cengage Learning) ReviewFirst of all, in the interest of full disclosure, I must mention the fact that I am a contributing author to this book. Hopefully however this will not cloud my review.
Having said that, this book is interesting. Are you going to go out and make the next AAA hit after reading this book? No. You're not even going to be coached from beginning to end on making a single cohesive game through the book unlike many others. This is not a hand-holding book, but a loose guide that hits on the important topics that will set you on your way to developing your own games. Topics range from the ever debated "What language should I use?", several graphics techniques, an introduction on common artificial intelligence methods and many more.
All articles in the books have been updated to reflect technological changes in the years since they were originally written (my original article was written in 2003 for example, so there have been marked changes in that time) and in some cases there are articles that aren't even available on the site. Updated content is only one draw. I, like many other people, prefer hard copy to staring at a screen all day. It's nice to have a bound copy to reference, but this is purely individual taste.
Could you get by with the information on the site to achieve the same goals? Sure. For the most part all of the information is on the site along with the priceless resource that is the [...] (which I highly recommend even if you don't happen to order any of the books). The collection of articles in this series however were handpicked for relevance in the topics and I think it's a great starting point for novices and a good reference for advanced users. Happy reading and good luck in your game development ventures.Beginning Game Programming: A GameDev.net Collection (Course Technology Cengage Learning) Overview

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3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) Review

3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology)
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3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) ReviewThis book gives you an excellent foundation upon which you can begin building a game engine. It covers all of the essentials (matrix algebra through artificial intelligence) wonderfully. It isn't so much a cookbook that will show you, step-by-step how to build a game engine, it gives you all of the tools to do so though.3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) Overview

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Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library) Review

Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library)
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Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library) ReviewOverall this is an exceptionally well written book. The text is easy to read, and concise, though that's not to say you understand everything the first time you read it.
The code framework is also pretty good, the naming conventions are decent and the code is clearly written. The framework is consistent throughout the book, and uses inheritance and minor polymorphism which manages to hide a lot of the Direct3D / Win32 initialization, so once you are past these chapters you needn't concern yourself with this code again, and you can intend focus on the code that Frank is trying to explain.
The design is also very modular, a good example of this is found in Chapter 21: Exercise 4 where it asks you to integrate an Environment Mapped sphere for the sky, and Normal mapped water, into a scene which shows a Castle and trees / grass. This was pretty easy, as it just required shifting a few art / source files and tying some loose ends.
The book contains many exercises, a lot of which I found very helpful in understanding the material presented in the text and code samples, they give a good sense of accomplishment and I recommend them if you want to fully understand the concepts taught, and most are generally doable with a bit of research into the DirectX SDK, and rereading the text.
The text also does an excellent job of explaining key DirectX functions, and is usually a lot more approachable than the SDK. It also explains the use of the DirectX texture tool, and Terragen ( a free terrain generator, which is very easy to use)
For anyone looking to learn DirectX 9, HLSL, and the fundamental concepts behind games, then this book will serve as a solid foundation for those willing to take the time to read and understand it.
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3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology) Review

3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology)
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3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology) ReviewOne of the criticisms I had of Dave Eberly's previous 3D Game Engine Design is that it didn't really say much about how to design an engine. Rather, it focused mostly on the programming/implementation details, which was disappointing to some. This new book is what many people expected from the older book.
In this book, the author walks through the design and architecture of a 3D game engine, using his Wild Magic engine as an example, but also drawing on his experience developing NDL's NetImmerse. Throughout, he describes why each design decision was made, and in many cases alternative solutions are discussed as well. This isn't just a high level discussion, however, as ample source code, figures, equations, and sample applications are included to get you started with implementation.
The topics covered include the core engine systems, scene graphs, renderers, cameras, LOD, animation, terrain, special effects, physics and collision detection. Numerous sample applications and tools are also included. Dave's writing style is clear and minimally conversational, and he's kept the math to a minimum, making this a remarkably easy read.
This isn't a complete treatment of a game engine, since some important topics (e.g. scripting, audio) aren't included, but the material it does cover is worth it. Whether you're currently working on a game engine, planning to start one, or just want to have a better understanding of how they work, you'll be happy with this book.3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology) Overview

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Killer Game Programming in Java Review

Killer Game Programming in Java
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Killer Game Programming in Java ReviewThis book is miles ahead of other Java gaming books... For one thing, this is an excellent book in its own right. For another, the other existing books on the topic suck.
Anybody who spends a lot of time writing games in Java ends up running into certain challenges. For each of these real issues, it takes a lot time to identify the issue then many hours to come up a satisfactory solution or work-around. This book saves you from 99% of that work. The author has documented nearly every complication that you will run into. The other Java gaming books explain how to apply common sense and traditional gaming strategies to the Java APIs (usually following Sun's tutorials exactly), giving step-by-step instructions on how to do so. Besides the point that this adds no value for somebody capable of following Sun's tutorials and APIs, they offer no help where you need it most... where the straight-forward approach is unsatisfactory or just doesn't work for some reason.
Another thing that has saved me a ton of frustration and time is advice from the author. For my specific game project I've run into several questions which I've been unable to answer by web searches, posting to forums, etc. I've emailed Davison (the author), and he has answered each of my questions concisely and to the point every time. (I don't want you to spam him, so please don't send questions until after you have looked for the answer in his book!).
To address concerns that other reviewers have posted:
This book is not just for "advanced" Java developers. As Davison has emailed me, the intended audience is, "someone who has just got past their first Java course". He purposefully avoids avoids all but elemental Java features (e.g., no ternaries, abstract classes, logging infrastructures, IOC).
WRT examples, you are not buying a gaming library or framework. The goal is not to give you production classes that you can use as-is in production quality products. Other reviewers are demanding production-ready examples. It is impossible to make production-ready examples that can be easily understood by first-year Java developers. If you want production-ready classes, don't look for them in a HOW-TO book, find them elsewhere or read this book and then write them yourself.Killer Game Programming in Java Overview

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Game Coding Complete, Third Edition Review

Game Coding Complete, Third Edition
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Game Coding Complete, Third Edition ReviewThe title of this book suggests two things to me. The first is that it provides a complete guide to game coding. The second is that it fills the same role for game programming that the book Code Complete fills for programming in general, i.e. a journeyman's book that fills in the gaps left in introductory texts and broadens your knowledge to prepare you to move on to more advanced topics. Unfortunately by trying to do the former (which I don't think is possible in a single book), it falls a bit short on the latter, resulting in a (very) good book rather than the great book it could have been given the author's impressive background.
First, the bad.
It seems that the author never really decided what his audience is. Parts of the book (e.g. the introduction to 3D graphics) are written for total beginners, while others (such as the overview of game engines - all of which cost tens or hundreds of thousands of dollars to license) are really only relevant to experienced professionals. The author/publisher really should have picked an audience and stuck with it.
Some readers will be annoyed by how platform-specific this book is, which really isn't apparent from the cover copy or even the other reviews. All of the code samples use DirectX, and there is a lot of space dedicated to Windows-specific information. Granted, Windows and DirectX are by far the most popular choices for PC-based game development, so this won't be an issue for most readers.
And now for the good.
The best parts of this book were those covering topics that typically get overlooked in other game programming books, namely things like pointers and memory management, scripting, creating automated build enviroments and code/resource management, debugging, and notably the entire section on production, scheduling and testing. Although some of these topics are covered in other books that are not specific to game development, putting them in a single volume and exposing game developers to them early on is a Good Thing.
Although the sample code was fairly sparse, what he did provide was extremely useful, in particular the resource file implementation, random number generator, and scene graph.
Finally, props to the author for maintaining a website and actively supporting this book. As an author myself, I know how much work is involved in doing so, and I recognize that it reflects the author's desire to really help people and not just sell books.
In conclusion, my overall impression of this book was very positive. It's marred by a few shortcomings, but overall, I think that most new game programmers will benefit from it.Game Coding Complete, Third Edition Overview

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Advanced 2D Game Development Review

Advanced 2D Game Development
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Advanced 2D Game Development ReviewGreat book if you've already read begining game programming 2nd edition. It goes into more advanced topics compared to the first book, and gives you some better structure to get your games developed quicker, with reusable code.
The book even includes a surprise bonus- a chapter on adding some 3d models and different types of rendering to your 2d games!! One great reason for this is that 2d is 3d in directX- looking straight down at the 2d plane. DirectDraw was taken out years ago, and many books don't explain this as well as this one.
The game takes you through developing a complete 2d engine with audio, input, animation and scripting! Using the engine you should have a much easier, and quicker time creating 2d games, since all the basic stuff is done in the engine.
I would definitely recommend this to someone trying to learn better techniques after learning the basics from the first book(or web). Since most people want to go 3d as well, he does include code to import 3d models, set up camera and lighting, so you could use this as a starting point to develop further in 3d, or just add some 3d effects into your 2d game.
Author doesn't spend much time horsing around with a lot of code, but explains the new stuff as it is added. He also has his own forum which is very helpful- And as is normal for a forum, research your questions first.
Great book to be able to re-use code and develop games quicker if you haven't built many/any engines before!
Since there is no Table of contents listed here, here it is:
1. Building a 2D game Engine
2. 3D rendering
3. 2d Rendering
4. Animation
5. Input
6. Audio
7. Entities
8. Fonts
9. Physics
10. Math
11. Threading
12. Scripting (using Lua)
13. Games
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