Found in 5 comments on Hacker News
flipcoder · 2021-02-16 · Original thread
As far as the math is concerned, 3D Math Primer is the book I always recommend starting with:

https://www.amazon.com/Math-Primer-Graphics-Game-Development...

Jasper_ · 2018-01-06 · Original thread
My two biggest shelf pulls are Real-Time Rendering [0] by Akeine-Moller, Haines and Hoffman. 3D Math Primer for Graphics and Games [1] by Dunn & Parberry

[0] https://www.amazon.com/Real-Time-Rendering-Third-Tomas-Akeni... [1] https://www.amazon.com/Math-Primer-Graphics-Game-Development...

I also read a ton of presentations and papers. Highly recommend the famous PBR SIGGRAPH course notes [0], especially the intro to light & physics by Naty Hoffman. GPU-Driven Rendering Pipelines [1] is another recent goodie.

[0] http://blog.selfshadow.com/publications/s2013-shading-course... [1] http://advances.realtimerendering.com/s2015/aaltonenhaar_sig...

erikbye · 2017-10-26 · Original thread
Don't think there is any such book specifically for UE and its source. But there's a lot of good books on realtime rendering and graphics programming in general.

GPU Gems, Shader X and GPU Pro are good series for learning specific graphics programming techniques.

https://developer.nvidia.com/gpugems/GPUGems/gpugems_pref01....

http://www.realtimerendering.com/resources/shaderx/

For a general game engine overview: Game Engine Architecture by Jason Gregory (Naughty Dog)

Game Programming Patterns: https://www.amazon.co.uk/Game-Programming-Patterns-Robert-Ny...

Realtime rendering overview: https://www.amazon.co.uk/Real-Time-Rendering-Third-Tomas-Ake...

Related math: https://www.amazon.co.uk/Math-Primer-Graphics-Game-Developme...

Other recommendations:

http://mrelusive.com/books/books.html

http://fabiensanglard.net/Computer_Graphics_Principles_and_P...

It's fun to explore the source though, and NVIDIA has some cool experimental branches of the engine with their stuff integrated. https://github.com/NvPhysX/UnrealEngine

agentultra · 2015-05-20 · Original thread
I'm not gavin, but I like the style of http://www.amazon.com/Math-Primer-Graphics-Development-Editi... and recommend it to anyone getting started. You don't need any more than high-school maths and some familiarity with programming in your language of choice (though the example code is in C++).

If you're just getting started and want a low-impact way to prototype things try WebGL! (I'm an unbiased WebGL contributor and user).

OpenGL seems to be the way to go on most platforms; DirectX is probably easier on Windows. There are libraries that take care of the platform-specific code for you if you don't want to write your own that are quite good: SDL2, glfw, etc.

hth

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