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<CENTER><B>3D</B></CENTER>
Creating a cutting-edge engine<BR>
 &nbsp; <A HREF="Engine01.shtml">01 - Design document</A><BR>
 &nbsp; <A HREF="Engine02.shtml">02 - Overall structure</A><BR>
<BR>
 &nbsp; <A HREF="Engine03.shtml">03 - Binary Space Partitioning</A><BR>
 &nbsp; <A HREF="Engine04.shtml">04 - Constrctive Solid Geometry</A><BR>
 &nbsp; <A HREF="Engine05.shtml">05 - Portals</A><BR>
 &nbsp; <A HREF="Engine06.shtml">06 - Possible Visible Set</A><BR>
 &nbsp; <A HREF="Engine07.shtml">07 - Radiosity lighting</A><BR>
 &nbsp; <!--A HREF="Engine08.shtml"-->08 - Mirrors</A><BR>
<BR>
<!--A HREF="Dictionary.shtml"-->Dictionary of 3D terms</A><BR>
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<CENTER><B>OTHER</B></CENTER>
<!--A HREF="GeneticAlgorithm.shtml"-->A Genetic Algorithm</A><BR>
<A HREF="Line01.shtml">Line drawing</a><BR>
<!--A HREF="Line02.shtml"-->Line clipping</a><BR>
<!--A HREF="Line03.shtml"-->Line antialiasing</a><BR>
<!--A HREF="Line04.shtml"-->Line thickening</a><BR>
<!--A HREF="Line05.shtml"-->Line curving</a><BR>
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<A HREF="ResourcesPrint.shtml">Resources in print</A><BR>
<A HREF="ResourcesWeb.shtml">Resources on the web</A><BR>
<!--A HREF="ResourcesFiles.shtml"-->Resources to download</A><BR>
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<FONT FACE="arial"><B>Resources in print</B></FONT>
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Here's a list of some of the many books and webpages that have helped me become the sick, demented
 pervert I am today:<BR>
<br>
<HR>
<b><A NAME="CGPAP">Computer Graphics: Principles & Practice</A></b><br>
 &nbsp; Foley, van Dam, Feiner & Hughes<br>
 &nbsp; Addison-Wesley Publishing Company<br>
 &nbsp; ISBN 0-201-12110-7<br>
<br>
CG:PaP is the quintisential graphics refrence.  I have a copy of the second edition and there's more
 in these 1200 pages than I'll ever get to know.  I mean for crying out loud, it has four authors.
 If someone said to me it was because one brain couldn't hold all that info, I'd believe them.  It's
 got a hefty pricetag but you'll only need to buy it once and you'll never out grow it.  I'd caution
 that this is not the place to start in 3D.  It's written by stuffy university types and can be a very
 boring read, making the learning curve on this text very steep.
<HR>
<b><A NAME="CGPAP">The Black Art of 3D Game Programming</A></b><br>
 &nbsp; Andre Lamothe<br>
 &nbsp; The Waite Group Press<br>
 &nbsp; ISBN 1-57169-004-2<br>
<br>
I owe Andre for giving me my foothold in 3D.  Before I owned any other 3D books, I owned this.  I look
 back now and I'm not as impressed but that's only because I know so much more now.  If you're looking
 for a starting point that breaks things down into bite size pieces, this is the book for you.  Andre
 has published eight titles to date including <i>Teach Yourself Game Programming in 21 Days</i>,
 <i>Windows Game Programming for Dummies</i> and always seems to have another book in the works.  He's
 also starred in <i>So I married a Game Programmer</i> and as one of the monsters in <i>Night of the
 Living CEOs</i> but is best known for his role as the evil doctor Hoolio in <i>Game Programmers 2:
 Final Fury</i>.  Who could forget his classic line "Ha ha ha!".  Ha ha ha, indeed, Mr. Lamothe.  Ha ha
 ha.
<HR>
<b><A NAME="CGPAP"Large Scale C++ Software Design</A></b><br>
 &nbsp; Musser & Saini<br>
 &nbsp; Addison-Wesley Publishing Company<br>
 &nbsp; ISBN 0-201-63398-1<br>
<br>
Do you find that as your project grows, you lose control?  Skeleton code, recursive linkages, huge build
 times and worse plague you at every step of the way?  Are you feeling like it's time to chuck the whole
 thing and restart from zero?  I feel your pain.  Or rather, I did until I got this book and learned how
 to write clean, well structured code that did all sorts of good things and compiled a LOT faster.  So
 go get it.  Now.  It'll change your life.  I'm Tony Robbins and you've been reading a book review.
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