***Book Review: Cutting-Edge 3D Game Programming with C++
by David Lohse

The new book, "Cutting Edge 3D Game Programming with C++," by John De
Goes, is a fairly complete learning guide and reference book for those
hardy enough to attempt writing their own 3D engine. Regardless, Cutting
Edge provides for an excellent background in 3D concepts and techniques
that will be valuable for any 3D developer. The first few chapters of the
book focus on fundamental 3D concepts such as coordinate systems,
translations, transformations, etc., and provide a basic overview of the
math behind 3D without going into too much detail.

Cutting Edge focus completely on the PC platform, with sections and code
devoted to both DOS and Windows programming. With a focus on the actual
mechanics behind 3D programming, Direct3D is not even mentioned, and only
a brief excerpt explains the benefits of DirectDraw. Although the title
of the book indicates that the content revolves around game programming,
in fact it seems to provide more general knowledge in 3D programming, and
would be a useful tool for anyone wishing to learn the basics of creating
a real-time 3D engine for any use.

Only a few chapters focus on platform-specific programming issues,
including a section on Windows programming and one on Windows 95.
Instead, the book concentrates on many of the important topics involved
in 3D, including topics ranging from clipping and backface culling to
shading (flat through Phong) and texture mapping. More game-specific
topics are also covered, including collision detection, polygon morphing,
and sprites.

Cutting Edge 3D Game Programming with C++ is available now for $39.99 at
retail bookstores or direct from Coriolis (602/483-0193).

www.coriolis.com



Wave Issue 9611 10/25/96 Article 5-01