Earlier quoted context omitted.
What if you want to learn how to build your own off-the-shelf game engine?
It doesn't really cover the things that are used in game engines.
Black Art of 3D Game Programming (1995)
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Re: Black Art of 3D Game Programming (1995)
#52Andre LaMothe, my counterpart writer for Waite Group Press. I wrote “The Black Art of Windows Game Programming” in 1994. Mitch (Waite) loved those “Black Art” titles. Edits for spelling and year, which I’m still not sure about.
I read your book in high school. Thanks for getting me interested in my future career.
I really knew nothing about “game programming” when I wrote the book, but I did know a few things about graphics programming, and in particular a thing called “WinG” that was a very short-lived extension to Windows that I had used a lot in a product I helped develop.
But most importantly for me, I wanted to write something that inspired a young person of the right inclination to become as fascinated by programming as I was.
Re: Black Art of 3D Game Programming (1995)
#53Earlier quoted context omitted.
There seem to be a ton of "build games in python" and stuff like that these days. I haven't read them in detail but I would send my kids in that direction. It might not be the super low level stuff like the 90's books but you're making a more complicated and complete game using a higher level language and all the libraries etc that really didn't exist back then (at least like they do now)
Can you recommend libraries that would be really fast on something like Raspberry pi zero machine? Perhaps you can recommend some low-level books from those 90s?
Re: Black Art of 3D Game Programming (1995)
#54Is this book still applicable? Anybody have some other good computer graphics textbooks to recommend?
Like others have said, it's more common to use an existing game engine these days, but if you want to do it yourself, the modern version that I think comes closest is Lengyel's Foundation of Game Engine Development series [0]. To me this series looks to be a rewrite and extension of his earlier book "Mathematics for 3D Game Programming and Computer Graphics". The first book covers the mathematics needed, the second i…