[Gllug] Games Programming

Steve Goodwin SteveG at bitscorp.com
Thu Sep 26 00:31:28 UTC 2002


> maybe look at the quake/doom-engine?
Not unless you already know what you're doing :) I shouldn't be dissing the
great John C. but the code is a bit of a mess! [he was (is?) more
interesting in speed so uses whatever it takes to get there - global
variables instead of parameters, inline assembler, compiler specifics,...]
Also remember that this code was written before gfx cards 'did everything',
so there'll be a rasteriser in there too. 

For a bit of fun, though (and an idea on isolating the render side), take a
peek at npr quake (Windows only, though).

Unreal is better engineered (as is the Q3 engine, apparantly), but I'm not
sure if that's been released to the public. (and No, I don't have a copy!)

To return to the question, Foley & Van Dam's 'Fundamentals of Interactive
Computer Graphics' is the bible for graphics programming (certainly NOT the
same as game programming, but seems to be most peoples way in). Any A-level
maths text book will see you right for matrix calculations (esp. when it
comes to collision detection), although the application is better handled in
Foley/Van Dam. There are a couple (and only a couple) on game engine
architecture but I haven't read any and so can not recommend them. Best to
stick to your local common-or-garden games geek(*) :)

Steev

(*) If you can wait a year I'm planning to write a number of essays on
engine design and architecture. If not, you can get the draft versions in
the form of a spoken rant for the price of a pint! :)




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