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 The World of 3-D Graphics Part 1: An Introduction
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Well, I do enjoy the fact that your made it simple, but I think it was just a bit too simple. I like to have more stuff to wrap my brain around. It would have been great tho if you had started to explain matrix math as well. That's always a good starter topic to get into 3D programming, and you porbably wouldn't have to go farther than addition and subtraction, multiplication and division can wait till later. I mean no offense, it was well written and understandable but are there going to be like 20 parts to this? I know you're trying to take it slow, but a little more meat could help.

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"Need more eeenput..."
- #5, "Short Circuit"
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Nice feedback Gaiiden, but what I wanted is to devote each major topic it's own article. Part 2 of the series will go into Vectors, which will be alot fatter .

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Hmm, ok, I have a question. Space is defined by coordinates, no prob. But what kind of coordinates can be used to define curved space? I don't know if many game designers even think about curved space, much less implement it. Is it possible with the tools currently available to produce 3d graphics with wormholes & other curvy spatial properties? If not, what would a knowledgable person do to set about creating such tools?

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Actually, I was thinking just yesterday about making a curved-space simulation, like showing how light bends around heavy objects in space (Einsteinian physics)... Maybe I'll write an article and post some sort of demo... But for now I'm working over 40 hours/week on my boring application dev. job (at least it's C++), so it'll have to wait.



~BenDilts( void );

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You said basic, and it was. I am looking forward to the up and coming articles. I think I was all over this one, but I'm reading Beginning Direct3d and I think it brushes over some topics quicker than I would like. I've used the DirectX SDK to supplement the book and it has helped. I look forward to your series with hopes it will fill in some of the gaps that I cant find in the SDK or the book. How often will this series be updated?

Thank you for your time,

David Ashworth


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ooooh, you got that book? Ouchie. Game Developer magazine gave it one star, said it left too many gaps and wasn't as expansive as it should have been on certain topics, which you obviously discovered. Well here's a warning to the rest of you: unless you think Game Developer ain't worth trusting - don't by the book.

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"Need more eeenput..."
- #5, "Short Circuit"
==============================

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At least I'm not the only one. It has some stuff in it that looks good as far as collision detection goes, but it's not worth the price I paid just for that. The physics chapter is basic, but is a good introduction. Where can I find more info on Game Developer magazine?

Dave

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Try: http://www.gdmag.com

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LOL, not axii, axes...good article tho...maybe more meat would help...BTW...beginning D3D does suck, Andre tends to go into detail on the useless stuff and sort of...what's the word...screw over the important stuff.

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Just for your information, Beginning D3D wasn't written by Andre Lamothe, he just wrote the foreword of the book. It was actually written by Wolfgang Engel, Amir Geva. In any case, congratulations on the article, it's good as a beginning and if the next set of articles are of this quality I look forward to seeing them.

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No actually AXII is a valid term to use when discussing the Coordinate system. I'm glad that you people got something out of the article. And yes I've had much feedback on the simple state of Part 1: An Introduction; that was delibrate. Part 2 will be much more complex than Part 1. And I hope to cover pretty much everything and more that the newbie needs when learning about vector mathematics. Including a more in depth discussion of the Dot Product and other commonly used vector operations instead of just giving the equation and letting people use it but not really understand what it does.

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