This booked gives me a mixed understanding. It has both good and bad qualities. The author tries to make shaders easy to understand for people who are not programmers. He is successful in this endeavor by outlining how to use Render Monkey. However the author often glosses over details, and it l
Shaders for Game Programmers and Artists (Premier Press Game Development (Paperback))
โ Scribed by Sebastien St-Laurent
- Year
- 2004
- Tongue
- English
- Leaves
- 513
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
This is the first book approaching the topic of shaders in such an accessible manner. By taking a simple, easy-to-follow approach to the high-level language of this topic and separating itself from 3D API's "Shaders for Game Programmers and Artists" brings the world of real-time shading to a broad audience, ranging from the game programming hobbyist to the seasoned game developer. This unique combination of its simple approach and the wide variety of techniques that are covered makes "Shaders for Game Programmers and Artists" a one-of-a-kind guide that can serve as both a tutorial for the classroom and a reference manual that can be used by developers throughout the development cycle.
๐ SIMILAR VOLUMES
Meh, mark should be 2... 5 is an accident. I will be brief. I only have 4.5 years experience as a programmer, of those only 1.5 were spent on C++ and I have no experience whatsoever in game programming; the new stuff I learned from this book could be printed on a letter page or less. This is just g
Meh, mark should be 2... 5 is an accident. I will be brief. I only have 4.5 years experience as a programmer, of those only 1.5 were spent on C++ and I have no experience whatsoever in game programming; the new stuff I learned from this book could be printed on a letter page or less. This is just g
Meh, mark should be 2... 5 is an accident. I will be brief. I only have 4.5 years experience as a programmer, of those only 1.5 were spent on C++ and I have no experience whatsoever in game programming; the new stuff I learned from this book could be printed on a letter page or less. This is just g
This is the first book approaching the topic of shaders in such an accessible manner. By taking a simple, easy-to-follow approach to the high-level language of this topic and separating itself from 3D API's "Shaders for Game Programmers and Artists" brings the world of real-time shading to a broad a