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general:faqs_users [2010-01-26 19:38]
Carsten Removed many obsolete questions.
general:faqs_users [2010-09-10 11:54]
Carsten Added Lua reference
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 There are many available resources regarding 3D-engines and related their subjects, both online and offline in the form of traditional books and papers. The following is a list of literature that I find interesting. The list is not meant to be complete and does not necessarily cover the latest papers, books or websites. There are many available resources regarding 3D-engines and related their subjects, both online and offline in the form of traditional books and papers. The following is a list of literature that I find interesting. The list is not meant to be complete and does not necessarily cover the latest papers, books or websites.
  
-  * [[http://​nehe.gamedev.net|NeHe OpenGL Tutorials]] \\ Excellent OpenGL tutorials for beginners to the advanced. ​\\ \\ +  * [[http://​nehe.gamedev.net|NeHe OpenGL Tutorials]] \\ Excellent OpenGL tutorials for beginners to the advanced. 
-  * http://​www.opengl.org \\ The official OpenGL website, and the first place to search for information about OpenGL. ​\\ \\ + 
-  * [[http://​graphics.lcs.mit.edu/​~seth/​pubs/​pubs.html|"​Visibility Computations in Densely Occluded Polyhedral Environments"​ (1992)]] \\ Seth Teller'​s dissertation about Potentially Visibility Sets (PVS): a common data structure in modern 3D engines that speeds up rendering. ​\\ \\ +  * http://​www.opengl.org \\ The official OpenGL website, and the first place to search for information about OpenGL. 
-  * [[http://​www.faqs.org/​faqs/​graphics/​bsptree-faq|BSP-FAQs]] \\ Introductory information about BSP trees. ​\\ \\ + 
-  * "​Computer Graphics, Principles and Practice"​ by Foley, vanDam, Feiner & Hughes. \\ Some say this is the bible of computer graphics - and it's true. It covers nearly everything there is to know. An excellent reference, but have a look into the table of contents before buying it. \\ \\ +  * [[http://​graphics.lcs.mit.edu/​~seth/​pubs/​pubs.html|"​Visibility Computations in Densely Occluded Polyhedral Environments"​ (1992)]] \\ Seth Teller'​s dissertation about Potentially Visibility Sets (PVS): a common data structure in modern 3D engines that speeds up rendering. 
-  * "​Radiosity and Realistic Image Synthesis",​ Michael F. Cohen and John R. Wallace. Morgan Kaufmann Publishers, Inc., San Francisco, California. ​\\ \\ + 
-  * "​Radiosity. A programmers perspective.",​ Ian Ashdown. John Wiley & Sons, Inc., New York, N.Y. \\ \\+  * [[http://​www.faqs.org/​faqs/​graphics/​bsptree-faq|BSP-FAQs]] \\ Introductory information about BSP trees. 
 + 
 +  * "​Computer Graphics, Principles and Practice"​ by Foley, vanDam, Feiner & Hughes. \\ Some say this is the bible of computer graphics - and it's true. It covers nearly everything there is to know. An excellent reference, but have a look into the table of contents before buying it. 
 + 
 +  * "​Radiosity and Realistic Image Synthesis",​ Michael F. Cohen and John R. Wallace. Morgan Kaufmann Publishers, Inc., San Francisco, California. 
 + 
 +  * "​Radiosity. A programmers perspective.",​ Ian Ashdown. John Wiley & Sons, Inc., New York, N.Y. 
   * "Zen of Graphics Programming,​ 2nd edition"​ by Michael Abrash. \\ Much easier to read than "​Computer Graphics"​. Most of this book is about low level DOS graphics programming (outdated now, but good nonetheless). The final chapters are a collection of Abrash'​s articles that appeared in the "Dr. Dobbs SourceBooks"​ series. They contain information about BSP trees, span sorting, etc.   * "Zen of Graphics Programming,​ 2nd edition"​ by Michael Abrash. \\ Much easier to read than "​Computer Graphics"​. Most of this book is about low level DOS graphics programming (outdated now, but good nonetheless). The final chapters are a collection of Abrash'​s articles that appeared in the "Dr. Dobbs SourceBooks"​ series. They contain information about BSP trees, span sorting, etc.
  
 +  * [[http://​www.parashift.com/​c++-faq-lite/​|C++ FAQs]] by Cline, Lomow, and Girou; Addison-Wesley. Available [[http://​www.parashift.com/​c++-faq-lite/​|online]] and [[http://​www.parashift.com/​c++-faq-lite/​faq-book.html|as a book]].
 +
 +  * "​Effective C++, Third Edition"​ by [[http://​www.aristeia.com/​books.html|Scott Meyers]].
 +
 +  * [[http://​en.wikipedia.org/​wiki/​The_C%2B%2B_Programming_Language|The C++ Programming Language]] by Bjarne Stroustrup.
 +
 +  * "​Programming in Lua, Second Edition"​ by Roberto Ierusalimschy. The first edition of this book is also available [[http://​www.lua.org/​pil/​index.html|online]].
  
 ===== Why do you use OpenGL? I think that DirectX is better. ===== ===== Why do you use OpenGL? I think that DirectX is better. =====
general/faqs_users.txt · Last modified: 2015-05-18 22:09 (external edit)