#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.
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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!)