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Time For A New Book

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hey, I have deicded that its time i should get a new book. Having found several that seem to be quite good i went to my local book store to find they had none. I hevent been able to read any of them, only see the chapter contents. I already know about using OpenGL, Direct X and the Win32 C++ guff that goes with it. What i need is a book that is on the theory of all aspects of a game/game engine (in 3D). Ie, BSP/PVS Octree, Collisions, Scene Hierachy, AI, Networking etc. The books i have seen are: - Game Programming Gems 1, 2 and 3 (http://www.satori.org) - Real Time Rendering 2nd Edition (http://www.amazon.co.uk/exec/obidos/ASIN/1568811829/ref=ase_realtimerender03/026-8823184-4888427) - 3d Games, Volume 1. Real-Time Rendering and Software Technology (http://www.amazon.co.uk/exec/obidos/ASIN/0201619210/qid=1028977386/sr=1-2/ref=sr_1_3_2/026-8823184-4888427) I would prefer one with explanation and a CD. What are your thoughts on these books, the explanations and the general quality of the text/source code ? PsYvIsIoN

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Guest Anonymous Poster
Well, Real-time Rendering 2nd edition doesn''t have anything about AI or networking, so that probably won''t be the book you are looking for.

However, if you want a great source of realtime rendering information, I''d definetely recommend Real-time Rendering. I''ve only read the 1st edition yet, but I think it was very nicely written and had enough detail on most of the subjects to serve as a basis for implementing the algorithms.

Don''t know if the 2nd edition will have a cd (the first one didn''t), but that doesn''t matter too much as the book has a very good website (www.realtimerendering.com) containing all necessary information.

However, if you are searching for a book that contains source code then this one won''t do, as it (at least the first edition and I don''t think they''ve changed that) doesn''t have any real source code, only descriptions of the algorithms and sometimes pseudo code.

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