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I also condone these books (I’m re-reading them again now after several years away to remind myself of the issues, the material also always shows up in interviews).

In addition I would add:
RealTime Collision Detection – Christer Ericson

While you might not be interested in real-time collision detection, the treatment of the geometric tools and maths in the book are very well considered and backed up by code. But really it’s the three chapters on numerical robustness, geometrical robustness and optimisation at the end that make this book essential reading imo, and pretty much the only place outside of scanning blogs and snippets around the web that you are going to get a nice introduction to those issues with an eye towards games.