Advanced Linux 3d Graphics Programming (Wordware Game Developer's Library) (英語) ペーパーバック – 2001/6
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Advanced Linux 3D Graphics Programming builds upon the foundation set in Norman Lin's Linux 3D Graphics Programming. This second volume provides programmers who are experienced in both Linux and fundamental 3D graphics concepts with a well-rounded perspective on 3D theory and practice within the context of programming larger interactive 3D applications.
Lin's primary goal is to provide a solid understanding of the concepts involved in interactive 3D graphics programming in order to enable the reader to write 3D programs, libraries, and games, and to analyze and understand others' 3D code. By focusing on more than just hard-core 3D algorithms, and by providing detailed information on equally important issues such as 3D modeling, world editing, digital sound, and collision detection, Lin gives the reader sufficient information to program and populate complete 3D worlds under Linux.
Lin's careful balance between theory and practice provides both working code examples and a firm theoretical foundation, thereby empowering the reader to become a member of the professional 3D programming community.
Norman Lin is a professional software consultant with more than 15 years of international software development experience and a master's degree in computer science. He has worked on such diverse projects as parallel supercomputing, real-time analysis of atmospheric data, and 3D game development. Lin is also the author of Linux 3D Graphics Programming.
There are other books which intoduce us to the use of the current 3D libraries but still leave us cold on the best practices of this area of computing. Here is where you can find out the origins and deep internal operations of the current 3D libaries and also how to bring their capabilities to embedded system that don't run Windows or Linux. Hint, smart phone applications and your own robot designs.
This is the second book in the series. The first book covered the basic display mathematics and operational design of sprites and elementary 3D environments. This book advances the process into building shading, textures, mapping and animated figures. The book includes most of the code needed to replicate the projects included in the chapters. A bookjacket CD repeats the libaries and tools from the first book and also all the code and projects covered in this book.
I'm not going to cover the contents of the book in detal because so few copies are left in print. I am going to say that this book is simply one of the best introductions to the underlying processes of 3D presentation on computers that if you have any interest in thouroughly understanding the process you must read this book. It will surface from time to time and then you should grab it immediately. It isn't light reading but it goes down a lot easier than mathematics of quantum mechanics. So, just how serious are you?
If you don't get this book, expect to spend years longer learning how to build that next flight simulator, killer stock prediction program or GPS field application. I'm working with John Deere on a GPS driven robot guidance project to track and acquire farm machines in motion. Think of formation flying on the ground. This is the kind of application that calls for serious simulation work and you can forget DirectX and OpenGL libaries for that kind of work.
I highly recommend this book and its predicessor as a two volume set. In my opinion, the publishers should reprint both books again and add a third which would be entirely about graphics projects that use the first two volumes to support the third.
The "advanced topics" include texture-mapping, lighting, fog, and several other components which sound impressive at first however the examples given are rather long in code-size, and don't get straight to the point of what the example does. I was rather disapointed that the lighting section had no real details on the math behind it all.
From the title of the book, one would assume you would be programming 3d graphics in linux, however the author spends 60% of the book talking about Blender and World Foundry. Those programs should have been in a separate book rather then used as filler so the author could make several extra bucks on a new book.
The examples are all using the GLUT SDK for MesaGL (OpenGL for Linux) which doesn't teach you about true linux X11 initialization.
I think this was a big disapointment, and would not recommend this book.