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DS development > 2D Programmer to 3D, what to read?

#39841 - QuantumDoja - Tue Apr 12, 2005 9:21 pm

Hi, Im fairly comfortable coding a platformer, 2d style, Where would you suggest looking/books to read on the subject of making a 3d engine, with the intent to make a 3d engine for the DS?

all ideas welcome.
_________________
Chris Davis

#39843 - ector - Tue Apr 12, 2005 9:32 pm

Go to nehe.gamedev.net and start to play with the opengl tutorials there. DS' 3D hardware is quite similar to a basic OpenGL state machine.

#39907 - rockthesmurf - Wed Apr 13, 2005 12:34 pm

I'd highly recommend the "black art of 3d game programming". It's quite an old book, but I have found it extremely good. It was aimed at 486sx/dx computers, and shows how to optimise the engine you write between floating point and fixed point maths.

I used it while developing some 3d code for the GP32 (fixed point).

Hope that helps,

Steven Craft

#39915 - ampz - Wed Apr 13, 2005 2:40 pm

nehe mentioned above is the 3D tutorial.
I bought a OpenGL book, tried learning from it for a while, didn't go very well. Then I found nehe and suddenly everything became clear.

#39935 - sajiimori - Wed Apr 13, 2005 5:29 pm

Check out 3D Game Engine Architecture by David Eberly for a good overview.

The section on collision detection is oriented toward direct geometry collision tests though, and that may be impractical for full 3D environments on a 66MHz processor. In my opinion, BSP is the way to go for world collision, but I haven't seen a book that covers everything I needed for our engine. I drew various ideas from Collision Detection in Interactive 3D Environments, the BSP FAQ, Real-time Collision Detection, Stan Melax's home page, and the Quake 1 source code. (Of course we had some of our own ideas too!)