#691 in Computers & technology books

Reddit mentions of Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization (Other Sams)

Sentiment score: 4
Reddit mentions: 5

We found 5 Reddit mentions of Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization (Other Sams). Here are the top ones.

Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization (Other Sams)
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Found 5 comments on Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization (Other Sams):

u/ItsAPuppeh · 6 pointsr/IWantToLearn

Andre LaMothe has some amazing books on how to write games from scratch once you have learned C/C++. They are a bit dated, but his ability to explain math and other low level concepts is fantastic.

How to write a 3d game engine all in software (no opengl/direct x):

http://www.amazon.com/Tricks-Programming-Gurus-Advanced-Graphics-Rasterization/dp/0672318350/ref=la_B000ARBG92_1_4?s=books&ie=UTF8&qid=1405533453&sr=1-4

Writing 2D games:

http://www.amazon.com/Tricks-Windows-Game-Programming-Gurus/dp/0672323699/ref=la_B000ARBG92_1_8?s=books&ie=UTF8&qid=1405533453&sr=1-8

I would recommend reading his books, and porting his code to modern C++ and using the SDL lib to gain access to graphics and sound.

It's worth mentioning learning programming itself is a huge challenge. Learning game programming on top of that even more so. It's a process that will take most people a few years of constant learning before they start to get "good" at it. Don't get discouraged by how difficult it is to jump it, just keep at it.

u/TOASTBOMB · 3 pointsr/gamedev

Software means that you do all the math and rendering yourself and don't use the graphics card at all (which does a lot of the manual work for you). If you want to learn about 3D rendering I'd say a software renderer is the way to go.

There may be other software rendering books but the one I've read is Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization by Andre LaMothe (https://www.amazon.com/Tricks-Programming-Gurus-Advanced-Graphics-Rasterization/dp/0672318350) I think it is a really great book and I've learned a lot!

Also there is a free video series called Handmade Hero (https://hero.handmade.network/episode/code) while he is only doing a 2d software renderer basically all of the 2d concepts apply to 3d and I find that he is a very good teacher.

u/MulletNerd · 3 pointsr/gamedev

(Warning, very hardcore) This book literally creates an entire 3D engine: http://www.amazon.com/Tricks-Programming-Gurus-Advanced-Graphics-Rasterization/dp/0672318350

It's all pure CPU so you learn exactly what is happening.

u/AntiTwister · 3 pointsr/gamedev

When I was about your age I devoured this book: https://www.amazon.com/Tricks-Programming-Gurus-Advanced-Graphics-Rasterization/dp/0672318350

While the C++ in there may be a bit dated at this point, I think it would still provide a great foundation. It teaches you to write a 3D rendering engine entirely in software without using the GPU. Once you get through the book you will have a much better idea of what graphics APIs are actually doing under the hood and in hardware.

Also, I highly recommend this sequence: https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab

It's very visual and intuitive and doesn't get too bogged down in equations. Even if you don't have a bunch of formulas memorized as a result of going through it, you should come out of it knowing what all of the tools that you need for 3D math are and what they can do.

u/badlogicgames · 2 pointsr/gamedev

11 years ago I had to write a software rasterizer that was GL 1.1 compatible. It was supposed to run on a headless server. For various reasons we couldn't use Mesa (an OpenGL software renderer), so I was tasked with writing our own.

The whole thing simply rasterized to a block of memory, which could then be saved in various formats or blitted to a window for real-time graphics. Feature wise, it was pretty complete, save for some obscure OGL features we didn't need. It ran at 20-30fps for (then) moderately complex scenes with a few thousand triangles, more than fast enough for rendering stills on the server, given the expected number of requests per second and caching.

Computer Graphics: Principles and Practice helped with some aspects, but the best resource back then was Tiricks of the 3D Game Programming Gurus which I use as a reference to this day.