《3D游戏引擎设计》封面

3D游戏引擎设计

3D Game Engine Design

David H. Eberly · 初版 2000 年

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Hacker News 上怎么说

  • 我是花了几年时间,历经无数次设计、开发、重构、推倒重来……才掌握了很多概念的。后来我入手了这本书:David H. Eberly 写的《3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics》,我的整个技术世界彻底被颠覆了。挑一个你觉得值得做的项目,咬牙经历一次从零搭建的痛苦吧……

    I learned many concepts by spending years designing, building, redesigning, and rebuilding many... many... many... times. Then I got this book: 3D game engine design: a practical approach to real-time computer graphics By David H. Eberly and my universe was changed forever. Pick a project that you think is worth it and go through the pains of building something…

  • ……从 Gregory 的书里学到的(除了关于角色动画的一些干货,那部分书里写得尤为出色),但我敢说这是我读过关于该主题最好的一本书。像 Eberly 写的《3D Game Engine Design》这种老书,更像是一本松散的理论与算法汇编。Eberly 后来出的《3D Game Engine Architecture》在意图上更接近 Gregory 的书。遗憾的是,它更多反映了那些特异性……

    …from Gregory's book (outside of some tidbits on character animation, where the book is especially strong), but I can say that it's the best book on the subject I've read. An older book like Eberly's 3D Game Engine Design was more a loosely knit compendium of theory and algorithms. Eberly's more recent 3D Game Engine Architecture is closer to Gregory's in intent. Unfortunately, it's more a reflection of the idiosyncrasies…

  • 我的天……你是认真的吗?看到这种话我血压都上来了。一本 20 年前讲算法或数据结构的书就没什么可教的了?20 年前的 3D 游戏引擎设计就毫无参考价值了?看 Quake 的源码没意义,读 K&R 没意义,Knuth 的 TAOCP 第一卷是 1968 年出版的,所以显然也是过时的垃圾了?!我简直……

    Oh my... Are you serious? I'm almost triggered by this. A book about algorithms or data structures from 20 years ago has nothing more to teach? 3D game engine design from 20 years ago has nothing more to teach? No point in looking at the source code of Quake, reading k&r, and Knuth's TAOCP Volume 1 was published in 1968 so it's obviously irrelevant garbage! I could…

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