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Product: Book - Paperback
Title: Timing for Animation
Publisher: Focal Press
Authors: Harold Whitaker, John Halas
Rating: 5/5
Customer opinion - 5 stars out of 5
This is a must buy for future animators!


If you are animator : BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT BUY IT



Product: Book - Hardcover
Title: 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics
Publisher: Morgan Kaufmann
Authors: David H. Eberly
Rating: 3/5
Customer opinion - 3 stars out of 5
Important Reference


Anyone who has used the useful newsgroup comp.graphics.algorithms knows David Eberly without having to read this book. David is the one who answers all the hardest math and curved surface questions. Thus, this book is a great reference to have for questions on curves and surfaces and the unexciting but nonetheless critical proofs. I purchased this book in January and it's come in handy in that regard.I do think that many books use the Game Engine term incorrectly in their title and that some are disappointed who were expectingthis to completely guide them through the engine development process. Others seem disappointed with too much math but that seems silly and they are implying they intend to write a great game without having to understand any math they don't already understand. Math offers an infinite level of detail. If I remember correctly, In Principia Mathematica the author took over 100 pages to prove that 1+1=2 (and subsequently went insane).Howard Antons Linear Algebra is a good reference too but I don't understand every line.No book will ever release cutting edge game concepts that impress everyone writing cutting edge games since the publishing process takes years. A books usefulness lies in its ability to age well, and the only books that do so are math intensive, hence I think a title such as Math for Games would be more appropriate and I would have gone with 4 stars versus 3. I also think game engine design is beyond the scope of any one book.Those who think this is too hard a read obviously haven't tried to read the Gallier curves and surface book. Not many who understand math to the Ph. D. level communicate as well as the author.
Neil McLaughlin



Product: Book - Paperback
Title: Macromedia Dreamweaver MX 2004 Hands-On Training (Hands on Training (H.O.T))
Publisher: Peachpit Press
Authors: Garo Green
Rating: 3/5
Customer opinion - 3 stars out of 5
Not the Best


I am new to Dreamweaver and this is the 3rd book that I have purchased. It moves too slowly...too many redundant explanations (I get it already!) The book could be trimmed down by 200 pages.Information is generally good. There are some good tips and it does cover all the basics. The humor that Garo tries to intersperse is a bit annoying. I prefer a more professional approach.



Product: Book - Hardcover
Title: Design Patterns
Publisher: Addison-Wesley Professional
Authors: Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides
Rating: 1/5
Customer opinion - 1 stars out of 5
Very bad writing


...
After years of writing code of all kinds,
Fun Video games as a kid, Compilers for the heck of it, Graphics programs for the love of art,Interesting AI programs because I am a CS guy,Boring Database Applications because I have to pay bills,Nifty n-tiered web apps because the World went crazy..,
I found a programming book that could still teach me something.
After books from Knuth, Djikstra, The Aho Gang and the like, here is a book which goes straight to the point.
The book summarizes a basic set of Software Design Patterns, which have been found over and over in all the software we create.Design Patterns is the perfect answer to all you OOP questions, Its an approach to sofware design as well as reuse.
If you are an artist, you would appreciate Design patterns better. The masters of the Renaissance began to see the world in terms of basic geometric forms..Spheres, Cubes, Cones and cylinders..this helped them in analysing an object..(any object, from the Human body to the Mountains and rivers.). Once they analysed any thing into its basic forms it was just a matter of detail. So, if you practice how to draw these basic shapes from different angles, and lighting,etc., and you learn how to analyse any thing into basic shapes, you have become a master.
The authors categorize all different software pieces into Creational, Structural and Behavioural patterns. Providing several possible patterns in each of these categories. A software designer, when confronted with a design problem, based on the needs, can pick a pattern from this catalogue and then fill in the details.
Well written, with UML diagrams too.
Caution: If you are new to programming, come back to this book a bit later.