I’ve lately been reading 3D
Game Engine Design : A Practical Approach to Real-Time Computer Graphics. It is
excellent. It’s exactly the book I’ve been looking for on my quest to
understand Direct3D better – it starts with talking about how a generic render
pipeline works and from there moves into things like collision detection, terrain
generation, and all sorts of good stuff.
But before you run out and buy it, a few caveats:
· The
book is extremely thorough. In graphics, this means there are scads of equations.
While I think it’s important to understand vector and matrix operations if you
want to do 3D game work, I’ve been able to read the book without actually going
through most of the proofs and derivations. “OK, there’s a formula for
intersecting a triangle and a sphere. I’ll come back to the details if I ever
need them. Knowing where the formula is suffices for now.”
· It
is not DirectX-specific. It’s fairly technology-agnostic, in fact. So if you’re
looking for something to teach you the API, don’t look here.
If you want some good theory and a big pile of pseudocode, I recommend it.