Found 7 comments on HN
psyc · 2018-02-18 · Original thread
Before I developed a serious rendering engine, I'd read Advanced Animation & Rendering Techniques by Watt & Watt [1], cover to cover, a dozen times. It's pretty dated now, but at the time I first acquired it (90s) it was the most comprehensive overview of rendering I knew of. I'd also read Real Time Rendering, and Math for 3D by Lengyel, which are both on this list. For really proper collision, Real-Time Collision Detection (on the list) was absolutely invaluable, but I didn't get to that until a few years later. Around that time, I also read the excellent architecture book Game Engine Architecture [2] which I don't see here. It's well written, does things in the right order, and it's very comprehensive.



nicks451 · 2015-07-20 · Original thread
I've found the book Game Engine Architecture extremely helpful with this.

If you're looking to find out how a physics engine works you should check out Box2D, it's an open source 2D physics engine.

yes there are many technical aspect in game development

Game Engine Architecture(non affiliated)

ohazi · 2013-09-01 · Original thread
I cannot speak more highly of Game Engine Architecture by Jason Gregory[0] as an introductory text.

It's extremely readable for an 800 page textbook (I actually read it cover to cover), and covers a wide range of topics including basic software best practices and challenges unique to game development, introductory 3D math, rendering, animation, collisions / physics, and basic gameplay. The author speaks from a wealth of experience from having built several real game engines in the industry.


malexw · 2012-06-08 · Original thread
I read Jason Gregory's "Game Engine Architecture" cover-to-cover and I'd highly recommend it for someone new to the industry who's interested in learning about game development. Gregory is a developer at Naughty Dog (Uncharted series).

dack · 2011-10-15 · Original thread
I would like to second jeffool's sentiment. I've gone down this path a bit (without really succeeding), and although it's cool to imagine what it's like to do all that really low level manipulation, it takes a REALLY long time to get anything satisfying out of it. Just doing basic 3D collision detection in a simple scene isn't trivial unless you have experience. Physics simulation is a whole beast on it's own, but pretty necessary to make a fun 3D type game.

Anyway, I would suggest picking a small area to fiddle with at a low level, and come up with a small project as a goal for learning it. Maybe just AI at first... text graphics, but create agents that wander in a virtual world. Or maybe just start with a basic 3D scene and try getting lighting going. Think about what seems the coolest to you, then just try to work that little part out and build a proof of concept.

I might try the Open GL books to get started with graphics. I would look around for books like these: (although I haven't read that one, so I can't vouch for it's quality).

chipsy · 2011-01-07 · Original thread

Those two will clean up most of the biggest newbie mistakes, especially the Gregory one.

I also suggest this book for collision detection:

However, I haven't found the book that can adequately explain integrating collision into the rest of the game. It's a tricky subject which I'm still learning and might write about someday.

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