3D Theory - Games Generation - books

See also Linux Games Programs Books

cover The Official Blender Game Kit: Interactive for 3D Artists

cover 3D Game Creation - Includes 2 ready to use game engines, not much theory.

cover 3d Games:Volume 1: Real-time Rendering - Written around engine 'fly3d'. Includes Bezier + B-spline curves, kinematics, using quaternions to represent rotation, collision detection (not response) so physics needs to be pre-scripted.

cover If you are interested in 3D games, this looks like a good book to have on the shelf. If, like me, you want to have know the theory and how it is derived then there is a lot for you here. Including - Graphics pipeline, scenegraph, picking, collision detection, bezier curves, surfaces, key frame animation, level of detail, terrain, quadtrees & octtrees, special effects, numerical methods. Includes CDROM with code.

cover Game Programming Gems - Lots of concepts + code - Includes design techniques, Maths, Improving speed, AI, Polygonal techniques, Pixel effects (4 pages on quaternions, nothing on collision detection and response)

cover Game Programming Gems 2 - More on the topics above, includes audio, still nothing on collision)

cover OpenGL Game Programming - Assumes a windows environment and covers both OpenGL and DirectX. Takes you through most of the theory that you need.

cover Collision Detection in Interactive 3D Environments by Gino van den Bergen.

cover Developing 3D Games Using Linux - I have not reviewed this book, so I would be interested to hear if it is useful? I would also be interested to hear if there are any other books that may be of interest to readers of this page.

cover Digital Image Processing Using Java - Covers some 2D but not Java Advanced Imaging, most of the book is about the concepts, such as, colour enhancement, filtering, fourier, affine transforms.

cover NET Game Programming with DirectX 9.0

cover DirectX 9 Graphics Programmers Guide

cover Introduction to 3D Game Engine Design Using DirectX 9 and C# (Net Developer)

cover Programming Believable Characters for computer games - tutorial based approach. Looks at AI tasks for developing artificial gaming companions and opponents with human-like complex behaviors.

cover Introduction to 3D Game Programming with DirectX 9.0 - This is quite a small book but it has good concise information with subjects like, maths introduction and picking.

cover Game Programming for Teens.

cover Elementary Game Programming and Simulators using jamagic - this is a commercial program with a scripting laguage for quickly developing games http://www.clickteam.com/English/jamagic.htm

cover Game Programming All in One - If you are using Visual C++ and direct 3D this book claims to teach you all you need to start to write games (does not use managed C++)

cover Game Design for Teens.

cover Patterns in Game Design. - Gives aspiring game developers with the tools they need to really understand how games are made.Provides a method for discussing game play.

cover Game Physics - This book has some useful stuff, its more of a textbook, not a step by step guide (although it does have a disc with a lot of C++ code). About the first third of the book is a physics textbook with theoretical exercises, the middle bit covers physics engine topics, and the last third of the book covers mathematical topics. I think I would use this book as a reference book to lookup the theory behind something I might be working on rather than a book to work through in order.

cover Game Programming Gems - Lots of concepts + code - Includes design techniques, Maths, Improving speed, AI, Polygonal techniques, Pixel effects (4 pages on quaternions, nothing on collision detection and response)

cover Game Programming Gems 2 - More on the topics above, includes audio, still nothing on collision)

cover Developing Games in Java


metadata block
see also:
Correspondence about this page

This site may have errors. Don't use for critical systems.

Copyright (c) 1998-2023 Martin John Baker - All rights reserved - privacy policy.