
3D Game Engine Design
by David H. Eberly · first published 2000
3mentions
1recommended by
3HN commenters
2010–2025first – last mentioned
33% recommend33% neutral33% critical
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I learned many concepts by spending years designing, building, redesigning, and rebuilding many... many... many... times. Then I got this book: 3D game engine design: a practical approach to real-time computer graphics By David H. Eberly and my universe was changed forever. Pick a project that you think is worth it and go through the pains of building something…
on “Ask HN: Programming books that are more like math books?” ↗…from Gregory's book (outside of some tidbits on character animation, where the book is especially strong), but I can say that it's the best book on the subject I've read. An older book like Eberly's 3D Game Engine Design was more a loosely knit compendium of theory and algorithms. Eberly's more recent 3D Game Engine Architecture is closer to Gregory's in intent. Unfortunately, it's more a reflection of the idiosyncrasies…
on “Gorgeous Unreal Engine 4 brings direct programming, indirect lighting” ↗Oh my... Are you serious? I'm almost triggered by this. A book about algorithms or data structures from 20 years ago has nothing more to teach? 3D game engine design from 20 years ago has nothing more to teach? No point in looking at the source code of Quake, reading k&r, and Knuth's TAOCP Volume 1 was published in 1968 so it's obviously irrelevant garbage! I could…
on “Rust to C compiler – 95.9% test pass rate, odd platforms” ↗