Foundations of Game Engine Development, Volume 2: Rendering

Book Title

This book fills the gap where Game Engine Architecture needs more information about rendering.

The book provides an extensive overview of the real-time rendering world aimed at an intermediate-level graphics programmer. This is not a beginner book, and it’s helpful to have followed a couple of getting-started tutorials for graphics programming before picking up this book.

However, it focuses on developing a practical and well-explained understanding of basics such as color spaces, coordinates spaces, graphics pipelines, projections in various forms, and classical lighting and shadow methods. Many of the techniques presented are not state-of-the-art, but these techniques provide an excellent understanding of the foundations of the more “modern” techniques used in many AAA game engines today.

Additionally, it contains an excellent chapter on visibility and occlusion.

It’s an intermediate book; a good understanding of fundamentals in math is helpful, but the author explains as the material gets introduced. If you notice yourself needing more mathematical understanding, look at part 2 from the same series and author.

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