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books/resources for c++ graphics programming(and maybe math too)

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I was about to post this in the graphics programming forum but I feel the beginner forum is a better fit, sorry if I judged incorrectly.


I am about halfway through c++ primer and I'm starting to get an itch to work on something more interesting after all those hundreds of pages of learning stuff that I already know how to do[in other languages]. I really want to get into graphics programming with c++, I mean my end goal is always to be a great game programmer/designer/developer and I always try to work on things that will get me closer to that goal, but for some reason graphics programming never really interested me until now so it's a bit behind my other skills.


I'm already a proficient programmer but I've always used different graphics libraries or simple/restricted api's(like swing) for graphics. I do have a fuzzy and basic theoretical understanding of how accelerated graphics rendering works but I could definitely benefit from an entry level 3d/graphics programming book. I don't really have much of a preference as far as opengl/directx/whatever, I just want to get close to the metal and learn as much practical/useful stuff as I can. I am planning on being a professional game programmer at some point in the future(idk how that is going to work out with the whole not being able to afford to live, let alone go to college, thing, but I have to have some kinda productive goal to work towards in my free time so I don't go crazy) and I think graphics programming/c++ will be valuable things to learn to help get me closer to that goal. So if there is any kind of industry standard or a particular api that is most frequently used by professionals I'd prefer to learn that, but I assume that the knowledge and experience I gain will by useful regardless of the specific technology that I use. I definitely want to learn to write my own shaders as I was just checking out some tech demos people posted on youtube and it really sparked my interest.


So what resources or books do you think would be most helpful for me? What technology should I learn(I'm leaning towards openGL but not very heavily)? Oh and also I will probably need to pick up some math, my highschool didn't go past geometry(alternative school) but I have completely learned up to and including pre calc, and a good amount of regular calculus too but not enough to be comparable to taking a calc 1 class. I like math a lot and I can learn it quickly when I need to, so don't recommend things based on what I already know in math because my plan is to learn math alongside graphics as needed, if there is a book that does both that'd be optimal. I do prefer books over other resources because it helps me stay focused and learn a lot about a single topic instead of jumping around the internet doing random tutorials.


Okay finally done, thanks for reading. I'm just looking for suggestions for learning resources(preferably books) as well as any other advice you want to offer based on the information in my post


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I know you didn't want tutorials, but one thing that bugged me for a long time was how to use shaders in OpenGL, if you go that route.  If you go to the web site: http://open.gl there is a really nice explanation how shaders work.  It is really a nice tutorial that explains everything you need to start out with OpenGL 3+.  (Rather than resorting to the old and (soon) deprecated NeHe-tutorial.)


If you want books still (and going for OpenGL), I would recommend:


- Open GL Programming Guide (8th ed) - The official Guide to Learning OpenGL version 4.3.  (NOT the old red-book)

- Open GL 4 Shading Language Cookbook (2nd ed) (David Wolff)


Forget about OpenGL version 1 and 2, they will probably be outdated sooner than you think, and you better learn about shaders sooner than later anyways.  (It is not as hard as it seems, you just need the right input.)


If you want to learn in general about different rendering techniques, I can warmly recommend the following book too:


- Realtime Rendering (3rd ed) (Thomas Akenin-Möller et al.)


It is a really thick and handy book that is not going in depth about anything, but familiarises you with a lot of different concepts that has to do with rendering in general. Even though I say that the book is not going in depth on any topic, it is by no means a shallow book.  It is advanced enough that you can do most things youself, or at least point you where to get more information.  (The list of sources is massive - these people have read a lot of papers and books!)


For basic trigonometry and vectors, you just need a pre-calculus book, for matrices, a book on linear algebra, for polar coordinates, (complex numbers), books on digital signal processing (phasors) can be useful (for quartenions, for instance), but I think also most calculus books also handles the matter too.  This book was free in the past: http://www.dspguide.com/ Edit: Is still free.  The signal processing book can also be helpful to make filters too, using FIR or IIR.

Edited by aregee

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I would recommend Game Engine Architecture, Jason Gregory, and maybe Real Time Rendering, Thomas Möller.


Notice that Game Engine Architecture is on its first edition, but the second edition is almost out. So, if you plan on buying it'd be wise to wait for the 2nd ed to come out and you'll have a fresh and up-to-date book.


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