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[KBS]⇒ Libro Free Building a 3D Game Engine in C++ Brian Hook Books

Building a 3D Game Engine in C++ Brian Hook Books



Download As PDF : Building a 3D Game Engine in C++ Brian Hook Books

Download PDF Building a 3D Game Engine in C++ Brian Hook Books


Building a 3D Game Engine in C++ Brian Hook Books

This is a very old book using very old technology. The author is using raw C++ code and some assembly language to demonstrate a 3D game engine which he calls AST3D. At this point in time, you should not buy the book expecting to extract the code intact and have a state of the art 3D game engine. However, since the code is not wrapped up as part of a larger more complex programming library, the code snippets in the book are very readable and therefore useful as pseudocode to understand the components of a game engine at a building block level, and some of the more basic algorithm information is still useful too. The problem is that modern in-print books on 3D game engine architecture are usually so wrapped up in some very complex code library that it is hard to get a good handle on how to write an engine and the design decisions involved. That is why this book is still useful. The most useful chapter in the book is chapter 16, "The View from the Top", in which the structure of the 3D game engine is explained in text and in block diagram form, referring back to topics in previous chapters. There is a complete code listing in the back of the book, so even if the diskette is missing from your used copy, you can still go through the code and get an idea of what you would need to have in your own game engine. Just don't pay any more than a used-book price. I notice that Amazon does not show the table of contents so I do that here:
1. An Approach to Games Programming - Designing Real-Time Interactive Games;The Main Loop; Real-Time Interactivity; Fun: The Golden Rule of Programming
2 Graphics in Two Dimensions - Basic Raster Graphics Theory; Basic VGA Theory; The VGA Class; The ASTPallette Class; Debugging with Dual Monitors;
3. Fixed Point Math - Why Fixed Point Math?; What is Fixed Point Math?; The ASTFixedPoint Data Type; Mathematical Operations; Function Call Overhead and Borland C++; Why not a C++ Class?;Cumulative Error;
4. 3D Graphics Primer - 3D Coordinates; Coordinate Systems; Math Classes; Transformations; Trigonometry; Projections;
5. Optimizing By Design - The Main Loop; Event Driven Programming; The Graphics Pipeline;
6. Organizing Your Data - The C++ Language; The AstObject Class; Object Definitions; The AstWorld Class;
7. Input Devices - The Generic Input Device Class; 2D Input Devices; The Thrustmaster Cockpit System; Keyboard;
8. Hidden Surface Removal - Types of HSR; Backface Culling; Depth Sorting; The Z-Buffer;
9. Drawing and Object - Transforming from LCS to CCS; Projecting the Vertices; Drawing the Triangles;
10. Shading - Fundamentals; Flat Shading; Gouraud Shading; Flat versus Gouraud;
11. Texture Mapping - Linear Interpolation; What is a Texture Map?; Drawing a Texture Mapped Triangle; Loading Textures from a Disk; Room for Improvement;
12. Environmental Effects - Depth Cuing;
13. Simplifying for Speed - Object Culling; Distance Abstraction;
14. Collision and Boundary Detection - Object Collisions; Boundary Collisions;
15. Automatons - Implementing Automation; Timing and DoSomething(); Automatons in AST3D;
16. The View From the Top - Overall Structure of AST3D;
17. Advanced Topics - Custom Hardware; Multiplayer Games;

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Building a 3D Game Engine in C++ Brian Hook Books Reviews


Tell you 3d thory and 3d texture mapping.

you must use BC++4.5(under windows98 ME)to compile and link it.

The whole code can help you building your own 3d system.

If you are 3d programmer ,must buy it...
I don't know why some of these other losers are so upset that the book didn't show them how to write a game. If they'd bothered to read the title, they'd know that it never claimed it would do that. Instead it claims that it will teach them to build a 3d Gaming ENGINE!!! An Engine, NOT A GAME!!!
When viewed from the perspective of teaching you how to build an ENGINE, it succeeds quite well. I liked the fact that he explained why he used some features of the C++ language but not others. His explanation of fixed point arithmetic in particular was enlightening, as some of the implications of its use aren't immediately apparent.
All in all, I thought it was an informative book.
I purchased this book in 1995 when I was migrating from C to C++. Stepped through the code in the debugger, and put it aside, as it was for DOS, and I wanted to have a real Window, not DOS screen. Later, with Charles Petzold's "Programming Windows" help, I ported 3D engine DOS code to Windows31 and it worked, but I have to adapt it to the Windows events/kbd/mouse processing. Now in 6 years I recompiled the Windows 31 version on Windows 2000 Advanced Server in VS.NET Beta1 - it compiles and runs(!). I am learning C# these days, and will try to re-write Brian's engine in C#. My point is that the ideas of 3D engine experssed in this book are fundamental, as they are absorbed from the knowledge of many talented people named in the book. The bulk of engine design and the code is solid, it just takes time and patience to gain necessary experience to understand the engine, adopt it to the event-driven model, and move it to the platform of your choice. Overall book is worth the money spent for those who want to learn the core of 3D programming.
I bought this book many years ago because a friend of mine was going to buy it and asked if he should order one for me too. Yeah sure, why not. At that point even 2D game programming was a challenge for me, so I never read the book.

Now about 5 years later, and after reading "3D Math Primer for graphics and game Development", I wanted to apply some of my new knowledge, to show a simple filled cube on screen.

I started reading the book. Brian Hook at the time had a 486 and the OS was dos. The book does not explain OpenGL or Direct3D. It is completely software 3D. I like this fact. I don't expect to use the result for anyting other than knowledge. I want to know how 3D works under the hood, before I try OpenGL or Direct3D.

The examples are very easy to follow. I have now achieved to show a spinning cube on the screen which was my goal and I'm looking forward to read on and apply texture mapping.

Conclusion

Great book if you know matrices and vectors but have no clue about how to apply it to programming.

Great if you only expect the book to help you with the first few steps into 3D programming. Don't expect to create Unreal engine or something like that.

I give it 3 stars. Maybe it deserves more but still, it IS dated and I'm taking this into consideration as well.
great book
the book is highly out of date but good as a beginners reference. it teaches the beginning basics involved in the development of C++
This is a very old book using very old technology. The author is using raw C++ code and some assembly language to demonstrate a 3D game engine which he calls AST3D. At this point in time, you should not buy the book expecting to extract the code intact and have a state of the art 3D game engine. However, since the code is not wrapped up as part of a larger more complex programming library, the code snippets in the book are very readable and therefore useful as pseudocode to understand the components of a game engine at a building block level, and some of the more basic algorithm information is still useful too. The problem is that modern in-print books on 3D game engine architecture are usually so wrapped up in some very complex code library that it is hard to get a good handle on how to write an engine and the design decisions involved. That is why this book is still useful. The most useful chapter in the book is chapter 16, "The View from the Top", in which the structure of the 3D game engine is explained in text and in block diagram form, referring back to topics in previous chapters. There is a complete code listing in the back of the book, so even if the diskette is missing from your used copy, you can still go through the code and get an idea of what you would need to have in your own game engine. Just don't pay any more than a used-book price. I notice that does not show the table of contents so I do that here
1. An Approach to Games Programming - Designing Real-Time Interactive Games;The Main Loop; Real-Time Interactivity; Fun The Golden Rule of Programming
2 Graphics in Two Dimensions - Basic Raster Graphics Theory; Basic VGA Theory; The VGA Class; The ASTPallette Class; Debugging with Dual Monitors;
3. Fixed Point Math - Why Fixed Point Math?; What is Fixed Point Math?; The ASTFixedPoint Data Type; Mathematical Operations; Function Call Overhead and Borland C++; Why not a C++ Class?;Cumulative Error;
4. 3D Graphics Primer - 3D Coordinates; Coordinate Systems; Math Classes; Transformations; Trigonometry; Projections;
5. Optimizing By Design - The Main Loop; Event Driven Programming; The Graphics Pipeline;
6. Organizing Your Data - The C++ Language; The AstObject Class; Object Definitions; The AstWorld Class;
7. Input Devices - The Generic Input Device Class; 2D Input Devices; The Thrustmaster Cockpit System; Keyboard;
8. Hidden Surface Removal - Types of HSR; Backface Culling; Depth Sorting; The Z-Buffer;
9. Drawing and Object - Transforming from LCS to CCS; Projecting the Vertices; Drawing the Triangles;
10. Shading - Fundamentals; Flat Shading; Gouraud Shading; Flat versus Gouraud;
11. Texture Mapping - Linear Interpolation; What is a Texture Map?; Drawing a Texture Mapped Triangle; Loading Textures from a Disk; Room for Improvement;
12. Environmental Effects - Depth Cuing;
13. Simplifying for Speed - Object Culling; Distance Abstraction;
14. Collision and Boundary Detection - Object Collisions; Boundary Collisions;
15. Automatons - Implementing Automation; Timing and DoSomething(); Automatons in AST3D;
16. The View From the Top - Overall Structure of AST3D;
17. Advanced Topics - Custom Hardware; Multiplayer Games;
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