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Huge one China, not the book readable

Print View , by: iSee ,Total views: 9 ,Word Count: 2097 ,Date: Sat, 6 Jun 2009 Time: 2:26 AM

In the forums, often see some friends that other game developers in China are not lacking, on the lack of good policy ideas. In fact, what are China's lack of game development, game design and development process, art, 3D, AI are very backward .

Abroad, are currently popular 3D games (such as Half-Life 2), the development of such games is an important foundation for computer graphics, and real-time rendering (real-time rendering). Therefore game developers and the general programming of different There is a certain threshold, unlike the written information management system procedures, no matter who learn a few SQL statements, will be able to wield the sword of battle.

I do not know if you are thoroughly studied in computer graphics. To really understand the computer graphics, must be flexible and use of advanced mathematics, linear algebra, computational mathematics, such as knowledge, but also have good English (mostly because the information English), of course, will also have to learn a large number of graphics algorithms. (A lot of algorithms are not static in real time have a lot of skills). Therefore, I engaged in computer graphics that require a higher threshold to require both the theory and practice.

To develop 3D games, first of all to learn computer graphics, but because of various reasons, the existing computer graphics books are more primary, there is no depth. But are also more traditional .2000 years, with the graphics technology (GPU) of a revolutionary breakthrough in the popularity of real-time rendering of foreign books in this area are many in China do not see, my version is not outside the bookstore to sell books directly on the traditional (can not sell fear is too expensive, a This book should be about 500 yuan); you have to wait for the translation, the domestic one in this area can translate a few, but wait until the translation came out, and some technology into the flower of yesterday, not to say the standards of the translation line (estimated translation officer himself does not understand); such as a photocopy version of it, cheap, foreign publishers canto be a big price to our best-selling book sale.
National academic journal article on the little computer graphics, unlike abroad, there are the more specialized computer graphics magazines, and a high level of very few. So the domestic printing information in this area basically. Some people are also for 3D programming books too, but too much of Pediatrics, this book not to help.

We all read the water world, the Titanic, we are confused as real ones for the film which deeply impressed the film special effects. Those highly realistic computer-generated people do not see the ocean flaws. Abroad computer graphics research and actually very close to the application of paste, film special effects, animation is used in the latest research results. In contrast, domestic, academia and the CG industry is like the same as the two strangers. Between never and never care about each other's existence.
But also a strange phenomenon, academic journals, books make little reference to those internationally renowned expert on graphics, new technologies, the CG in the non-technical magazines are introduced in the CG there were a lot of magazine pictures to from the SIGGRAPH (Computer Graphics World Annual Meeting). and then look at the domestic academic materials for those graphics in the "body" is not mentioned in the words SIGGRAPH. Why is there such a phenomenon???
Regular users see that the English literature, will be to download a high level of foreign papers (such as SIGGRPAH), but as a result of these papers require a certain degree of background knowledge, it will be difficult to understand. Scattered background knowledge of these previous papers and books. In front of said graphics learn a foreign language books is not easy to find a home, and some papers in the line under the only members can generally see a summary only. Of course there is a way to spend money or to buy,. (national library of some large this service)

Therefore, an amateur in the domestic research environment for poor computer graphics, due to data limitations, the study is full of hardships. For some of the topics in depth, for example, are highly realistic rendering of water, oceans, mountains, flames, smoke, cloth, there is no data related to the systemic. there are some graphics in a very classic books, papers, for amateurs, is seen. As the popularity of 3D knowledge, very few people around and you have the same interest. Speaking of 3D, will know 3DMAX, MAYA, very few people to think that the principle behind the graphics. forever after only picked up the pace with foreigners.although some users write VERTEX SHADER, PIXEL SHADER to achieve special effects, but the principle behind these procedures is a bit unclear, direct3D there are many examples of people who can understand how many, HDRI, Subsurface Scattering, PRT after the technology behind these terms are very few people involved. One might argue that, since you want to learn, you can directly buy the original book ah AMAZON. However, the learning ability of a person in the most productive when students are often the times, but also the most money at that time when an original book needs...

Domestic civil resulting understanding of computer graphics on a very superficial and not universal, most computer professionals do not really understand the students, athletes are selected from the masses, the masses of poor physique, athletes or not where. One can imagine a professional level of 3D game programming you will be high? --- castles in the air.

And abroad are not the same, an amateur will share information on more than university professors, have a higher level. (Take a look at a 3d engine those abroad), most of the game developers are not the substantive content of the Forum, is skin-deep.

I hope relevant departments of publishing houses or can be aware of this problem, the best publishing house to direct the introduction of the high level of computer graphics-depth book (do not always VC, VB, JAVA), language is a tool that only applied to the various specialized the field to play a greater role.

These are high-level real-time rendering of books to see if there are so many foreign countries, where well-being of more than amateur. These books are basically not the domestic, amateur home how tragic. (Some of these e-books in English version, but a number of classic books are often not the electronic version)

Essential Mathematics for Games and Interactive Applications, Jim Van Verth and Lars Bishop, ISBN 1-55860-863-X
GPU Gems, edited by Randima Fernando.
Collision Detection, by Gino van den Bergen (table of contents)
Game Physics, by Dave Eberly (companion web site)
ShaderX2: Introductions and Tutorials with DirectX 9, edited by Wolfgang F. Engel (table of contents)
ShaderX2: Shader Programming Tips and Tricks with DirectX 9, edited by Wolfgang F. Engel (table of contents) note that this is a separate volume from the previous book
Essential Mathematics for Games and Interactive Applications, by Jim Van Verth and Lars Bishop, Sept. 2003
Graphics Programming Methods, edited by Jeff Lander, July 2003
Real-Time 3D Terrain Engines Using c + + and DirectX 9, by Greg Snook, June 2003
3D Computer Graphics: A Mathematical Introduction with OpenGL, by Samuel R. Buss, June 2003 (sample code, etc.)
Advanced 3D Game Programming with DirectX 9.0, by Peter Walsh and Adrian Perez, April 2003.
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics, by Randima Fernando and Mark J. Kilgard, February 2003 (Sample chapters and more, Gamasutra excerpt)
Game Programming Tricks of the Trade, by Lorenzo Phillips, Sept. 2002
Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks, by Wolfgang F. Engel (Table of Contents and more; Introduction; Samples 1 & 2), 2002
The OpenGL Extensions Guide, by Eric Lengyel (table of contents and sample, in-depth table of contents)
3D Games, Volume 2: Animation and Advanced Real-Time Rendering, by Alan Watt and Fabio Policarpo (their Fly3D SDK is online), 2003
Game Programming Gems 3, edited by Dante Treglia and Mark DeLoura, 2002 (see the series web site for upcoming volumes)
Geometric Tools for Computer Graphics, by Philip Schneider and David Eberly, Sept. 2002 (companion web site)
Focus On 3D Terrain Programming, by Trent Polack, Dec. 2002 (comes with CD; Publisher's description)
Vector Game Math Processors, by James C. Leiterman, Dec. 2002.
3D Math Primer for Graphics and Game Development, by Fletcher Dunn and Ian Parberry, Dec. 2002. (More information at their site)
Fundamentals of Computer Graphics, by Peter Shirley, July 2002
Real-Time Shading, by Marc Olano et al., July 2002
Level of Detail for 3D Graphics, by David Luebke et al., July 2002 (companion web site)
Advanced 3D Game Development with OpenGL, by David Byttow and Ryan Parker, 2002
Real-Time Shader Programming, by Ron Fosner, Dec. 2002
Jim Blinn's Corner: Notation, Notation, Notation, by Jim Blinn, July 2002
software Optimization Cookbook, by Richard Gerber, March 2002
Real Time Rendering Tricks and Techniques in DirectX, by Kelly Dempski, 2002
Texturing & Modeling: A Procedural Approach, 3rd Edition, by David Ebert et al., 2002 (companion web site)
Special Effects Game Programming with DirectX 8.0, by Mason McCuskey, 2002
Non-Photorealisting Computer Graphics, by Thomas Strothotte and Stefan Schlechtweg, June 2002 (companion web site)
Mathematics for 3D Game Programming & Computer Graphics, by Eric Lengyel, 2001
Game Programming Gems 2, edited by Mark DeLoura (Table of Contents and introduction), 2001
OpenGL Game Programming, by Kevin Hawkins and Dave Astle (source code), 2001
Subdivision Methods for Geometric Design: A Constructive Approach, by Joe Warren and Henrik Weimer, 2001 (companion web site and publisher's web site)
Non-Photorealistic Rendering, by Gooch and Gooch, 2001
Computer Animation: Algorithms and Techniques, by Richard Parent, 2001
Practical Algorithms for 3d Computer Graphics, by R. Stuart Ferguson, 2001
Game Programming Gems, edited by Mark DeLoura (Table of Contents and code updates), 2000
Game Engine Design: A Practical Approach to Real-Time Computer Graphics, by Dave Eberly (his code is online), 2000
3D Games, Volume 1: Real-time Rendering and Software Technology, by Alan Watt and Fabio Policarpo (their Fly3D SDK is online), 2000
3D Graphics Programming: Games and Beyond, by Sergei Savchenko, 2000
Computational Geometry: Algorithms and Applications, by deBerg, Van Kreveld, Overmars, and Schwarzkopf, 2000
Computer Graphics Using OpenGL by FS Hill, Jr., 2000 (Table of Contents and sample chapter)
3D Game Engine Design, by David Eberly, Jan. 2001 (companion web site)
Essential Mathematics for Computer Graphics Fast, by John Vince, Oct. 2001
Computer Graphics Through Key Mathematics, by Huw Jones, May 2001
Mathematics for Computer Graphics Applications, by Michael Mortenson, 1999

Domestic non-readable book does not change the environment, saying that to raise the level of game development in China is only empty talk.

Chinese are very smart, why has lagged behind academically? A very important reason is that a person graduating from college, graduate students, the teachers have no more to teach him, he even if he wanted to self-learning, the library is no new books available for reading in depth. and abroad on different post-graduate period, there were a lot of knowledge in an exciting waiting for him to learn.

No one knows, and each person can have a significant effect on the way the future turns out.There is no one future, no course that must occur.You create it.
<real-time Rendering> from the last sentence.

You create it. I really appreciate this.
Domestic scholars, is the mean of this sentence, as if only the university academic patents.

Finally, I still You create it. To the end.


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