Game programming book recommendation

Source: Internet
Author: User

 

Mastering game programming is essential to learning a few good books. These books can be roughly divided into two categories: Books of principles and books of applicability. the books on principles have not changed much. These books have always been classic books. it is best to have one or two books of this kind. application books have emerged in large numbers over the past few years. these books are not necessary. but you should keep up with the latest books. you only need to know where to find the required information.

I. Principles books

1. Computer Graphics principles and practice, by James D. Foley, Andries Van Dam, Steven K. Feiner and John F. Hughes.

This book covers all aspects of computer graphics and has always been regarded as a classic book of graphics. It is worth reading.

 

2. Real Time Rendering, by Tomas Moller and Eric Haines

This book is specially designed for real-time graphics applications. the author's knowledge is very profound. the book covers all aspects of the game graphics module. the most valuable is the reference of this book. it provides you with further exploration directions.

 

3. Mathematics for 3D game programming and computer graphics, by Eric Lengyel

Learning 3D game programming requires a certain amount of mathematical knowledge. This book is concise and clear, and introduces the application of the corresponding mathematical knowledge in the game. It is suitable for beginners to learn and use.

4. Advanced animation and rendering techniques: Theory and Practice, by Alan Watt and Mark Watt
This book is a classic book about 3D computer animation. although published in 1992. however, until today, we still have some designated textbooks for animation courses in universities. however, to read this book, you must master the basic knowledge of computer graphics. in addition, this book has many errors. if an error is found during reading, you can check the following two links.
Http://www.rolemaker.dk/other/AART/
Http://www.dcs.shef.ac.uk /~ Ahw/arrt_errata.doc

 

Ii. Applicable books

5. game programming gems I, II, III, IV, V

This is a collection of documents by game developers. It provides the latest technologies used by game commercial developers in a timely manner.

 

6. Advanced animation with DirectX, by Jim Adams

The application of 3D animation in games is becoming more and more important. the Visual Effects of game characters and the fidelity of animation simulation have all become the focus of game developers. jim Adams gave a detailed introduction to the skeletal animation and morph animation in his book. it can be used as an entry book for 3D animation.

 

7. 3D math primer for graphics and Game Development

Computer Graphics and game development technologies are closely related to mathematics. It is precisely because of its powerful mathematical theory that the virtual world simulated by computers can be as realistic as today. Mathematics plays an important role in computer graphics and game development. It is also necessary to explain the game mathematics separately.

This book focuses on mathematical knowledge related to computer graphics and game development, focusing on 3D mathematics. 3D mathematics is a discipline related to computational ry. It mainly studies how to use numerical methods to solve geometric problems. 3D mathematics and computational ry are widely used in graphics and game development, such as shape transformation and physical simulation.

 

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