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More OpenGL Game Programming ****-

More OpenGL Game Programming By Dave Astle
Published November 2005
List Price: $49.99, Your Amazon.com Price: $36.30

Amazon.com Sales Rank: 248,131
Availability: Usually ships in 24 hours

"More OpenGL Game Programming" covers using OpenGL extensions, vertex and fragment programs, special effects, model animation, and more. It includes coverage of shaders, an important new addition to OpenGL. Building upon the foundation laid in "Beginning OpenGL Game Programming", this book offers coverage of intermediate to advanced topics. "More OpenGL Game Programming" is geared towards readers who have an intermediate understanding of game and graphics programming. A majority of the content of the book is not platform-specific, in keeping with the multi-platform API of OpenGL. The methods covered will focus on those that are used in commercial games.

More information can be found on the book's website at http://glbook.gamedev.net/

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This is a wonderful book. I've re-read my copy so much the binding is literally starting to fall apart. Great topics from normal mapping, HDR lighting, vertex and fragment programs etc are covered in detail. If you wish to specialize in a specific area of graphical programming this book will give you the basics on a wide variety of topics and enough to get you started with those topics so that you can further your knowledge on your own outside of the book.

Even if you don't code in OpenGL this book can help you because in addition to code it covers theory and algorithms which can be applied to any API. The book just uses OpenGL as an API of choice to apply the theories discussed in the book.
That's a good book. I like it especially because it contains a description of many useful OpenGL extensions (VBO, FBO and so on). That's not all of course - you can find here a lot of useful information and OGL-programming techniques.
However, in my opinion, a few of articles could have been written with greater detail. atimes mentioned about normal-mapping. Yes, there is the article about it but... it doesn't even explain how to get tangent-space vectors! What is actually the first step for everyone who is getting involved in normal-mapping.
Despite such issues it is a good book which every OpenGL-coder should have.