Showing posts with label game dev. Show all posts
Showing posts with label game dev. Show all posts

Advanced Linux 3D Graphics Programming (With CD-ROM) Review

Advanced Linux 3D Graphics Programming (With CD-ROM)
Average Reviews:

(More customer reviews)
Are you looking to buy Advanced Linux 3D Graphics Programming (With CD-ROM)? Here is the right place to find the great deals. we can offer discounts of up to 90% on Advanced Linux 3D Graphics Programming (With CD-ROM). Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Advanced Linux 3D Graphics Programming (With CD-ROM) ReviewThe "Advanced Linux 3D Graphics Programming" is the second volume in the set of books written by author Norman Lin. The title "advanced" is rather crudely portrayed in the examples the author has written. Many of the examples are based off true cross-platform development which adds hundreds of lines of not needed code considering the book was supposed to be for linux.
The "advanced topics" include texture-mapping, lighting, fog, and several other components which sound impressive at first however the examples given are rather long in code-size, and don't get straight to the point of what the example does. I was rather disapointed that the lighting section had no real details on the math behind it all.
From the title of the book, one would assume you would be programming 3d graphics in linux, however the author spends 60% of the book talking about Blender and World Foundry. Those programs should have been in a separate book rather then used as filler so the author could make several extra bucks on a new book.
The examples are all using the GLUT SDK for MesaGL (OpenGL for Linux) which doesn't teach you about true linux X11 initialization.
I think this was a big disapointment, and would not recommend this book.Advanced Linux 3D Graphics Programming (With CD-ROM) OverviewThis second colume provides programmers who are experienced in both Linux and fundamental 3D graphics concepts with a well-rounded perpesctive on 3D theory and practice within the context of programming larger interactive 3D applications.

Want to learn more information about Advanced Linux 3D Graphics Programming (With CD-ROM)?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Programming the Cell Processor: For Games, Graphics, and Computation Review

Programming the Cell Processor: For Games, Graphics, and Computation
Average Reviews:

(More customer reviews)
Are you looking to buy Programming the Cell Processor: For Games, Graphics, and Computation? Here is the right place to find the great deals. we can offer discounts of up to 90% on Programming the Cell Processor: For Games, Graphics, and Computation. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Programming the Cell Processor: For Games, Graphics, and Computation ReviewFirst and foremost, this is NOT a book for beginners. It's for experienced programmers who want to start working with the Cell processor. If that describes you, then you should buy this book immediately.
Every imaginable detail about the Cell is covered here. You'll learn how to write code, yes, but you'll also learn how that code works in terms of the Cell's physical architecture. This is crucial to understanding how best to harness the Cell's power. There are numerous diagrams and clear writing throughout, succinctly explaining what your code does and why it does it.
The book opens with a few chapters on setting up your work environment. This goes into great detail, walking you through installing Linux on a Windows PC or a Playstation 3 system, using gcc/make, acquiring and configuring the Cell SDK, debugging and simulating Cell applications, and setting up Eclipse and the Cell IDE. If you already know your way around Linux you'll be able to skip most of this, but if you're a Windows user (like me) this section will prove invaluable.
This is followed by in-depth technical discussions of the PPU (the Cell's primary processor) and the SPUs (the smaller, distributed processors at the heart of the Cell's power), how these communicate with each other, and how to optimize these communications. Sprinkled throughout are use cases for various functions in the Cell standard libraries; by the end of this section you should be able to program the Cell processor reasonably effectively.
While this book is focused on the Cell processor in general, it does recognize that perhaps the most ubiquitous application of the processor at present is the Playstation 3 system; to that end, the third and final section of the book is targeted at using the Cell processor for specifically game-related tasks: programming the frame buffer, using OpenGL, running the popular Ogre3D engine on the Cell, and using the COLLADA shared graphics file format and libraries. Depending on your focus, this section may or may not be useful, but either way its quality remains up to par with the rest of the book.
My only complaint is that the book's structure is not particularly conducive to use as a reference guide. That is, while it covers a significant portion of the Cell libraries and features, you can't just quickly look something up. The book's design seems to suggest a deep, initial read-through and then only occasional re-references thereafter. But perhaps supplementing it with the SDK's own documentation is sufficient. This is the only reason the book falls short of 5 stars for me, and of course your mileage may vary.
Overall, highly recommended for experienced programmers who want to start working with the Cell processor.Programming the Cell Processor: For Games, Graphics, and Computation OverviewMake the Most of IBM's Breakthrough Cell Processor in Any Gaming, Graphics, or Scientific ApplicationIBM's Cell processor delivers truly stunning computational power: enough to satisfy even the most demanding gamers and graphics developers. That's why Sony chose the Cell to drive its breakthrough PlayStation 3 and why Cell processors are at the heart of today's most powerful supercomputers. But many developers have struggled to create high-performance Cell applications: the practical, coherent information they need simply hasn't existed. Programming the Cell Processor solves that problem once and for all. Whether you're a game developer, graphics programmer, or engineer, Matthew Scarpino shows you how to create applications that leverage all the Cell's extraordinary power. Scarpino covers everything from the Cell's advanced architecture to its powerful tools and libraries, presenting realistic code examples that help you gain an increasingly deep and intuitive understanding of Cell development. Scarpino illuminates each of the Cell's most important technical innovations, introduces the commands needed to access its power, and walks you through the entire development process, including compiling, linking, debugging, and simulating code. He also offers start-to-finish case studies for three especially important Cell applications: games, graphics, and scientific computing. The Cell platform offers unprecedented potential, and this book will help you make the most of it. Mastering the Cell SDK, including the GCC-based buildchain, ppu-gdb/spu-gdb debuggers, IBM Full System Simulator, and Cell IDE

Want to learn more information about Programming the Cell Processor: For Games, Graphics, and Computation?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...