(Part 2) Best products from r/opengl
We found 11 comments on r/opengl discussing the most recommended products. We ran sentiment analysis on each of these comments to determine how redditors feel about different products. We found 31 products and ranked them based on the amount of positive reactions they received. Here are the products ranked 21-40. You can also go back to the previous section.
21. OpenGL SuperBible: Comprehensive Tutorial and Reference
- Used Book in Good Condition
Features:
22. OpenGL 4.0 Shading Language Cookbook
- Music inspired complete cruiser skateboard with plastic injection molded deck
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- 3.125 trucks; Soft 90A bushings
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Features:
24. Game Engine Black Book Wolfenstein 3D: v2.1
- ✔️ Giftable - superluminova dial best for night sky constellation + gift packaging
- ✔️ Built To Last Quality - 43mm case matte finish silver, 20mm strap, 3 ATM water-resistant
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- ✔️ After-Sale Service - 12 month warranty against manufacturing defects.
Features:
25. Introduction to Algorithms, 3rd Edition (The MIT Press)
- Hard Cover
Features:
26. Physically Based Rendering: From Theory to Implementation
- Morgan Kaufmann Publishers
Features:
27. Ray Tracing in One Weekend (Ray Tracing Minibooks Book 1)
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Features:
28. Physically Based Rendering: From Theory to Implementation
- FITS CADILLAC FACTORY WHEELS ONLY
- 2 5/8TH
- GOLD EMBLEMS
- VOGUE
Features:
The 4th edition only talk about OpenGL 2.1, if you want to learn modern OpenGL ( 3.x ) buy the 5th edition ( http://www.amazon.com/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321712617/ref=sr_1_2?s=books&ie=UTF8&qid=1319548380&sr=1-2 ), but it's only about OpenGL 3.3, not 4.x.
The link alexincode gave you is very good even if it's for OpenGL 3.3 too. But, the author seems to keep updating the tutorial, so it's possible to see an update for OpenGL 4.x.
You'll never compete with Unreal or Crytek in terms of features. You can still create something for a specific use case.
I highly recommend this book. OpenGL 4.0 Shading Language Cookbook https://www.amazon.com/dp/1849514763/ref=cm_sw_r_cp_apa_i_p-JQCb4WDAM6G
This book is amazing, BTW: http://www.amazon.com/gp/offer-listing/1133776574/
Raycaster? On Doom? Doom used the BSP technique to determine the walls to draw, here the Wikipedia post
Wolfenstein used a Ray Casting approach: I suggest you the excellent book by Fabien Sanglard about Wolfenstein 3D engine
This will help you, for sure, on understanding pros and cons of that algorithm
OK, so right now I have three books in question (priority in that order):
What do you think?
Ray tracing in a weekend would be a good start. Followed by the pbrt
Beginning Android games. I can't recommend this book enough. Covers OpenGL ES programming, both 2d and 3d with walkthroughs that mimic how one generally thinks of code as opposed to just spewing out an end product and touching on points in hindsight like so many programming books do.
I don't think so, I was talking about this one : http://www.amazon.com/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321498828/ref=sr_1_1?ie=UTF8&qid=1319536743&sr=8-1
Almost all of what I know I learned from this book. When I was learning ES 2.0 there was pretty much no reference material on the subject as nobody used it.
Shaders are pretty simple, however they're a pain in the ass as you have to do everything yourself, which is both an advantage and disadvantage.