Anyone own some of these books and can comment on how good they are?
I've read/skimmed real time rendering, physically based rendering, Game Engine Architecture, Graphics Codex and the book of shaders and am wondering how these books compare.
Of all the bundle books, I only own a physical copy of "3D math primer for graphics and game development".
Having no prior experience on computer graphics before, I love the book: it is well-written, concise and explains greatly lots of computer graphics stuff.
There are more math-heavy chapters so it's not a light reading, but little by little one can learn a lot from it.
I highly recommend it as a base to learn the mathematical concepts and the terms used in the computer graphics context.
It would be really nice if publishers created "Humble Bundles"of PRINTED books. Sure, I love my Kindle, but reading development-related texts as ebooks or PDFs is painful.
Anyone own some of these books and can comment on how good they are?
I've read/skimmed real time rendering, physically based rendering, Game Engine Architecture, Graphics Codex and the book of shaders and am wondering how these books compare.
Of all the bundle books, I only own a physical copy of "3D math primer for graphics and game development".
Having no prior experience on computer graphics before, I love the book: it is well-written, concise and explains greatly lots of computer graphics stuff.
There are more math-heavy chapters so it's not a light reading, but little by little one can learn a lot from it.
I highly recommend it as a base to learn the mathematical concepts and the terms used in the computer graphics context.
It would be really nice if publishers created "Humble Bundles"of PRINTED books. Sure, I love my Kindle, but reading development-related texts as ebooks or PDFs is painful.
That would get expensive fast when you consider the material and shipping costs. They can't have a $1 lower tier.
A $30-$50 lower tier would be more than acceptable.