I recycled my collection... I should check to see if I kept the included CD-ROMs.
I recycled my collection... I should check to see if I kept the included CD-ROMs.
The book is nice but LaMothe needed an editor badly, not only there are endless reams of source code in the book (despite coming with a CD-ROM), he was also often incredibly verbose to the point where by the time i finished some section i forgot how it all began. IIRC the book was so big that it couldn't all be put in print and the last chapter (or chapters) were on CD-ROM. And the parts that were printed were still so physically big that i had a hard time reading it.
Also i think his focus was a bit too lopsided, he spent way too much on some things but barely on others. For example he spent a lot of time for various ways to do slightly different rasterizations (e.g. bilinear filtering - which, ok, it is the only gamedev related book or tutorial i know that mixed software rendering and bilinear filtering) but on the part about optimizing the renderer to not render invisible stuff (which at least IMO would be more important than doing bilinear filtering for a software rendering engine) he largely handwaved things.
> This book is for anyone remotely interested in game programming, from the arcade junkie wanting to test his programming skills to current game program- mers looking for new ways to market their games. This book uses a unique day-by-day approach to teach major concepts, industry terms, and little-known secrets about game programming.
I said more about it in this comment:
Loved the games and the "opening a gateway to cyberspace" premise.