In the forum, I often see some netizens say that China's game development is not lacking, and it is lack of creative development. In fact, Chinese game development is lacking, the game program is designed and developed, the art, 3D, AI is very backward At present, foreign popularity is 3D games (such as half-life 2), one of the important foundations of developing such games is computer graphics, and is Real-Time Rendering (real-time drawing). So game program development and general programming Different, have a certain threshold, not like writing information management system programs, no matter who speaks a few SQL statements, it will be inserted.
I don't know if you have deeply studied computer graphics. To truly understand computer graphics, you must flexibly use high-level mathematics, linear algebra, computational mathematics, and have better English (because most of the information is in English) Of course, you have to learn a lot of graphics algorithm. (Many algorithms are not unchanged, there are many skills in truly implementation). So I said that computer graphics, the required threshold is high, require theory and practice. To develop 3D games, first learn computer graphics, but due to various reasons, domestic existing computer graphics books are primary, not deep. And are more traditional. In 2000, with graphics card technology ( The revolutionary breakthrough of GPU, a lot of books in real time, there are many books in this area, but it can be seen in China, and China has not put the exterior book directly in the bookstore (afraid that it is too expensive to sell, a book. To be about 500 yuan); should wait for translation, in China, in this respect, there will be a few books, and wait until the translation is coming, some techniques have also become yellow flowers yesterday, and then the level of translation is not (estimated translated personnel I don't know much about it); etc., I will sell the best selling books that can sell big prices to China. Magazines in China is very small, not abroad Very much more special computer graphics magazine, and high levels. So the print data in this area is basically not. Some people have compiled 3D programming books, but they are not helpful. Everyone I have seen the water world, the Titanic, we all have been deeply convincing in the movie. The highly realistic oceans generated by the computer is can't see flaws. Computer graphics research and practical research abroad Application is very close, movie special effects, all of the animation is the latest research results. It is like two strangers in the middle, academia and CG. From no time, it is also never concerned about the existence of the other party. And there is still a strange phenomenon, academic magazine, books rarely mention those internationally known graphics research experts, new technologies, but have introduced in non-technological CG magazines, there are many pictures from CG magazines from At Siggraph (World Graphics Year). Take a look at the graphics textbooks in the domestic academic community, do not mention the words of siggraph in "Text". Why do this phenomenon ??? often read English literature Netizen will go abroad to download high-level papers abroad, but because these papers need a certain background knowledge, it is difficult to understand. These background knowledge is scattered in previous papers and books. The graphics foreign books have been in China. Not easy to find, some papers are only members online, and the average person can only take a summary. Of course there is a way, spend money or can buy it, expensive. (Some domestic big libraries have this service)
Therefore, there is a very bad environment in China's amateur study computer graphics. Due to the restrictions on the information, learning is full of hardship. For some in-depth issues, such as drawing a highly real sense of water, ocean, alpine, flame, Smoke, cloth, no related systematic information. There are quite classic books, papers, and homework in graphics. It is not seen. Since 3D knowledge is not popular, there are very few people with you. Say 3D, you know 3Dmax, Maya, very few people think about the graphics principle behind this. I can only follow the foreigners. Some netizens will be able to write Vertex Shader, Pixel Shader To achieve a special effect, but there are many examples behind these programs. There are many examples under Direct 3D, and there are several people who can understand, HDRI, SUBSURFACE Scattering, and PRT These terms are rarely involved. Some people may say, since you want to learn, you can go directly to Amazon to buy the original book. But a person is in the time of learning ability, often in the student era, but when it is the most lack of money at that time, a original version It takes five or six hundred ... thereby causing the domestic folk awareness of computer graphics, uncomfortable, most computer professional students do not understand, athletes are selected from the masses, the masses are poor, athletes are also I don't want to go. I can think about the professional 3D game program design level high? --- Aerial pavilion. And the foreign affairs is not the same, the information occupied by amateur fans will be more professors, and the level is higher. (Take a look at the 3D engines in foreign countries) There are no substantial content, very beautiful. So I hope the publishing house or relevant departments can realize this problem, the publishing house can be directly introduced to high level, with depth Computer graphics book (do not always be VC, VB, Java), language is tool, only use to various special fields to play a bigger role. These are high-level Real-time rendering books, see if there is such a foreign country There are many amateurous people who have amateur. These books have basically no, and the domestic amateur enthusiasts have more tragic. (Some of these books have English version, but some classic good books often do not have electronic version) Essential Mathematics for Games And Interactive Applications, Jim Van Verth and Lars Bishop, ISBN 1-55860-863-x GPU GEMS, Edited by Randima Fernando. Collision Detection, by Gino V an den Bergen (table of contents) Game Physics, by Dave Eberly (companion web site) ShaderX2: Introductions and Tutorials with DirectX 9, edited by Wolfgang F. Engel (table of contents) ShaderX2: Shader Programming Tips and Tricks with DirectX 9, edited by Wolfgang F. Engel (table of contents) note that this is a separate volume from the previous book Essential Mathematics for Games and Interactive Applications, by Jim Van Verth and Lars Bishop, Sept. 2003 Graphics Programming Methods, edited by Jeff Lander, July 2003 Real-Time 3D TERRAIN ENGINES USING C
and DirectX 9, by Greg Snook, June 2003 3D Computer Graphics: A Mathematical Introduction with OpenGL, by Samuel R. Buss, June 2003 (sample code, etc.) Advanced 3D Game Programming with DirectX 9.0, by Peter Walsh and Adrian Perez, April 2003. The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics, by Randima Fernando and Mark J. Kilgard, February 2003 (Sample chapters and more, Gamasutra excerpt) Game Programming Tricks of the Trade, by Lorenzo Phillips, Sept. 2002 Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks, by Wolfgang F. Engel (Table of Contents and more; Introduction; Samples 1 & 2), 2002 The OpenGL Extensions Guide, by Eric Lengyel (table of contents and sample, in- depth table of contents) 3D Games, Volume 2: Animation and Advanced Real-Time Rendering, by Alan Watt and Fabio Policarpo (their Fly3D SDK is online), 2003 Game Programming Gems 3, edited by Dante Treglia and Mark DeLoura, 2002 (see The Series Web Site for Upcoming Volumes) Geometric To ols for Computer Graphics, by Philip Schneider and David Eberly, Sept. 2002 (companion web site) Focus On 3D Terrain Programming, by Trent Polack, Dec. 2002 (comes with CD; Publisher's description) Vector Game Math Processors, by James C. Leiterman, Dec. 2002. 3D Math Primer for Graphics and Game Development, by Fletcher Dunn and Ian Parberry, Dec. 2002. (more information at their site) Fundamentals of Computer Graphics, by Peter Shirley, July 2002 Real-Time Shading, by Marc Olano et al., July 2002 Level of Detail for 3D Graphics, by David Luebke et al., July 2002 (companion web site) Advanced 3D Game Development with OpenGL, by David Byttow and Ryan Parker, 2002 Real-Time Shader Programming, BY RON FOSNER, DEC. 2002 JIM BLINN '
s Corner: Notation, Notation, Notation, by Jim Blinn, July 2002 Software Optimization Cookbook, by Richard Gerber, March 2002 Real Time Rendering Tricks and Techniques in DirectX, by Kelly Dempski, 2002 Texturing & Modeling: A Procedural Approach, 3rd Edition, by David Ebert et al., 2002 (companion web site) Special Effects Game Programming with DirectX 8.0, by Mason McCuskey, 2002 Non-Photorealisting Computer Graphics, by Thomas Strothotte and Stefan Schlechtweg, June 2002 (companion web site) Mathematics for 3D Game Programming & Computer Graphics, by Eric Lengyel, 2001 Game Programming Gems 2, edited by Mark DeLoura (Table of Contents and introduction), 2001 OpenGL Game Programming, by Kevin Hawkins and Dave Astle (source code), 2001 Subdivision Methods for Geometric Design: A Constructive Approach, by Joe Warren and Henrik Weimer, 2001 (Companion Web Site and Publisher)
s web site) Non-Photorealistic Rendering, by Gooch and Gooch, 2001 Computer Animation: Algorithms and Techniques, by Richard Parent, 2001 Practical Algorithms for 3d Computer Graphics, by R. Stuart Ferguson, 2001 Game Programming Gems, edited by Mark DeLoura ( Table of Contents and code updates), 2000 Game Engine Design: A Practical Approach to Real-Time Computer Graphics, by Dave Eberly (his code is online), 2000 3D Games, Volume 1: Real-time Rendering and Software Technology, by Alan Watt and Fabio Policarpo (their Fly3D SDK is online), 2000 3D Graphics Programming: Games and Beyond, by Sergei Savchenko, 2000 Computational Geometry: Algorithms and Applications, by deBerg, Van Kreveld, Overmars, and Schwarzkopf, 2000 Computer Graphics Using OpenGL by FS Hill, Jr., 2000 (Table of Contents and sample chapter) 3D Game Engine Design, by David Eberly, Jan. 2001 (companion web site) Essential Mathematics for Computer Graphics Fast, by John Vince, Oct. 2001 Computer Graphics Through Key Mat Hematics, by HUW Jones for Computer Graphics Applications, By Michael Mortenson, 1999 The unparalleled environment is not changed every day, saying that China's game development level is empty talk. Chinese people are very smart, why is academic I have been backward? A very important reason is that a person undergraduate from a person, during the postgraduate period, the teacher does not have more things to teach him, even if he wants to learn from the library, there is no new book in the library. For reading. And foreign countries have different graduate students, there is a large amount of exciting knowledge waiting for him to learn.
No one knows, and each person can have a significant effect on the way the future turns out.There is no one future, no course that must occur.You create it. Taken
Finally, I still end with you create it.