after lusting for a copy of andré lamothe’s Black Art of 3d Game Programming for years, i finally found an affordable copy
it does not disappoint. one of the fatal flaws of 95% of 3d game programming books is that they jump straight into mathematical proofs, instead of explaining in human terms how concepts are relevant to making a game. lamothe’s programming concepts are clear, easy to understand, and provide real-world examples before diving into code
to my delight, the book doesn’t limit itself to just 3d. it covers every conceivable topic for building a game engine from scratch in MS-DOS - and includes some great chapters on FM and wavetable synthesis!
#programming #c #retroGaming
@vga256@dialup.cafe
I need this book now. Looking through it online, it even has instructions to build your own sound output device that attaches to the parallel port and uses a resistor ladder (actually, 2 ladders because it is stereo) as a DAC to produce audio. Epic.
It also covers state machines with probabilistic state selection for controlling enemies. That’s the technique I used for the AI (that’s what we called it) code to control monsters and vehicles in “Godzilla: Unleashed” for the Wii.