Tricks of the 3d Game Programming Gurus: Advanced 3d Graphics and Rasterization (Other Sams) 1st Edition
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Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the
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Editorial Reviews
Amazon.com Review
That this large, dense book manages to explain how to design and implement a 3D game while neither glossing over too many details nor swamping the reader with trivia is a credit to author André LaMothe. He opens by showing (and explaining) the C++ source code of a simple but full-fledged 3D spaceflight shooter game--a real boost to the reader's confidence. From there, he explains the complicated geometric concepts and mathematics that underlie realistic games (always with an eye toward software algorithms) and shows how to use the many APIs and libraries (including Microsoft DirectX 9.0) that make the world-builder's job easier. Make no mistake: Designing and building convincing games with 3D visuals and behaviors that convincingly approximate real-world physics is hard work. In this book, LaMothe helps you get it done and enjoy the process. --David Wall
Topics covered: How to design and build 3D worlds and the goings-on within them. Aside from mathematics and geometry, this book focuses on wireframe models, shading, rendering, and animation. Microsoft DirectX 9.0 gets special attention.
From the Back Cover
Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the future.
About the Author
His company Xtreme Games LLC was one of the first and last true "indie" publishers with a soul. Later he founded the Xtreme Games Developer Conference (XGDC) to give game developers a low-cost alternative to the GDC. Lately he has been working on a number of projects, including eGamezone Networks, an online distribution system for games that's fair, fun, and has zero ads. Last but not least, he founded a new company, Nurve Networks LLC, to create handheld video game systems for value-minded consumers and hobbyists alike. Finally, he is the series editor for the world's largest game development series.
On a personal level, he likes everything extreme, from weightlifting, motorcycles, jet skis, and hotrods to "railing" on his blades. He has even trained extensively with the Shamrock Submission Fighting Team under the tutelage of Crazy Bob Cook, Frank Shamrock, and Javier Mendez. You probably don't want to get in an argument with him over DirectX or OpenGL-right or wrong, he will probably make you say uncle!
Product details
- Publisher : Sams; 1st edition (June 1, 2003)
- Language : English
- Paperback : 1200 pages
- ISBN-10 : 0672318350
- ISBN-13 : 978-0672318351
- Item Weight : 5.61 pounds
- Dimensions : 7.25 x 2.5 x 8.75 inches
- Best Sellers Rank: #1,587,557 in Books (See Top 100 in Books)
- #185 in 3D Graphic Design
- #1,123 in Computer Graphics
- #1,440 in Graphics & Multimedia Programming
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About the author

André LaMothe was born in Silicon Valley, CA. He is a Computer Scientist, Futurist, Game Developer, and International Best Selling author. Mr. LaMothe holds degrees in Mathematics, Electrical Engineering, and Computer Science.
Mr. Lamothe has been programming and developing systems for over 30 years. Including embedded systems, text books, and PC games, he has produced over 750 products over the last three decades.
He is currently the CEO/Chief Scientist of Nurve Networks and iC0nstrux.com. Before founding Nurve, Mr. LaMothe was a Silicon Valley consultant and worked on projects ranging from Artificial Intelligence at NASA, to rendering algorithms at Software Publishing Corp (SPC), to Virtual Reality at Visions of Reality to name a few. He is the former founder/CEO of Xtreme Games and PlanetFreeStuff.com.
Customer reviews
Top reviews from the United States
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I won't bother to repeat all the other reviews that say how well everything is explained.
I will admit that the first 3 parts, when they speak of Windows and DirectX, are too out-dated.
But the rest looks perfectly relevant if you want to know the basics of how it all works.
Unfortunately, the book is not without its faults. Some of the coding is just sloppy. For instance, Lamothe likes to use lots of global variables. Perhaps there is a slight performance increase with these optimizations, but I'm not sure if it's worth the time and effort of debugging code with lots of globals. This is especially true for people just learning the concepts. In my opinion, he should have left the optimization to the end of the book, after all the concepts had been taught.
Another problem is the use of C. Lamothe argues that it's easier to teach in C and that C is faster than C++. Honestly, this is 2004, and with Pentium's running in the 3GHz range, I think the speed difference is virtually non-existant. Perhaps there is a greater base of programmers that know C, but with nearly all college Computer Science programs teaching C++ and object oriented programming, the coding style seems a bit dated. Using C++ features could have greatly improved the clarity of the code.
The last problem is Lamothe's long-winded writing style. I understand that he's trying to make his book "fun" by including little anticdotes and jokes, but this 1700 page book could have been done in 1000 pages easily. He writes like people talk, and, for a technical book, that's not the best approach. Here's one example, a caption to a screenshot:
"You might notice a bit of similarity to the ancient game Tail Gunner. Mike, if you're reading this, did you ever get that Tail Gunner in your living room working?"
I wrote one paragraph about why this book is great, and three about why it sucks. That's not really fair; it is a wonderful book for REALLY LEARNING what's going on under the covers in OpenGL or DirectX. I only hope that the second edition comes back a bit neater, more consice, and with support for C++. It's a fantastic value and I highly recommend it.
Top reviews from other countries
I read a few pages but after the author referred to the library he wrote in a previous book I bought Tricks of the windows game programming gurus so that I could understand this. This isn't required but I wanted to learn as much as possible about games and graphics. This is also an incredibly detailed book. I've already learn more than I ever knew about Win32 programming and now onto writing text. Still a long way to go before I finish this book but I'm learning something new every page. Well worth buying even though is 'out of date'
Lamothe is still stuck in the mid-70's C days. He claims C++ is "hard to teach in" because it is confusing. I think it is more confusing to him than to any modern programmer. Old C is by far more confusing in my opinion.
This book is 1700 pages long - a big chunk of it is almost pure code dump, that could easily fit on a CD (and does). The old-fashioned programming style, combined with his optimizations down to the assembler level makes the code hard to understand. I believe it is time for Lamothe to enter the 21st century with his programming style, and get out of the 70's.








