Game Engines have a lot of complex moving parts. This reference section will help you find knowledge about what algorithms we use, the methodologies of thought behind some of our designs, and general knowledge about engine design, mathematics, algorithms, etc.
Every book, paper, or other that we find that helps us in our quest shall be recorded here. We try to grade the references from easiest to hardest in each section for easier learning of the material. These set of references is an ever growing work. We try to give a real link to the book often from the author or publisher's site, but occasionally for the older books the link goes to Amazon. We don't get any kickbacks if you buy the book from there or anywhere else.
- Seibel, Peter (2005). Practical Common Lisp. Springer Nature: Apress. ISBN 978-1-59059-239-7.
- Keene, Sonya (1989). Object-Oriented Programming in COMMON LISP. Addison-Wesley Professional. ISBN 978-0201175899.
- Hoyte, Doug (2008). Let Over Lambda. Lulu.com. ISBN 1435712757. Errata
- Weitz, Edmund (2015). Common Lisp Recipes: A Problem-Solution Approach. Apress. ISBN 1484211774. Errata
- Norvig, Peter (1992). Paradigms of Artificial Intelligence Programming. Morgan Kaufmen Publishers. ISBN 1-55860-191-0. Errata
- Common Lisp Hyperspec.
- Kiczales, Gregor, and des Rivieres, Jim, and Bobrow, Daniel G. (1991). The Art of the Metaobject Protocol. The MIT Press. ISBN 978-0262610742.
- Queinnec, Christian (2003). Lisp in Small Pieces. Cambridge University Press. ISBN 978-0521545662.
- Kessenich John M., and Sellers, Graham, and Shreiner, Dave (2016). OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V, Ninth Edition. Addison-Wesley Professional. ISBN 978-0134495491.
- Rost, Randi J. (2009). OpenGL Shading Language, Third Edition. Addison-Wesley Professional. ISBN 978-0321637635.
- Wolff, Daniel (2011). OpenGL 4 Shading Language Cookbook, Second Edition. Packt Publishing. ISBN 978-1849514767.
- Gregory, Jason (2018). Game Engine Architecture, Third Edition. CRC Press. ISBN 978-1-13803-545-4
There is a lot of different kind of mathematics in a game engine. A small survey of the interesting areas are: linear algebra (matrix math, projective geometry, rigid body transformations, etc), computational geometry (mesh generation, signed distance functions, voronoi maps, etc), noise (turbulence, procedural generation, Perlin noise, etc), object intersections (bounding box against bounding box, sphere against bounding box, etc), physics simulation (kinematics, inverse kinematics, fluid, car steering, etc), etc. As this section grows, we will begin to categorize a reference by the main topic it talks about (or for what we used it), even though it likely could go into multiple different sections.
- Ericson, Christer (2004). Real-Time Collision Detection. CRC Press. ISBN 1558607323. Errata
- Watt, Alan (1999). 3D Computer Graphics, Third Edition. Addison-Wesley. ISBN 978-0201398557.
- Watt, Alan, and Watt, Mark (1992). Advanced Animation and Rendering Techniques: Theory and Practice. Addison-Wesley. ISBN 978-0201544121.
- Cormen, Thomas H. and Leiserson, Charles E. and Rivest, Ronald L. and Stein, Clifford (2009). Introduction to Algorithms, Third Edition. The MIT Press. ISBN 0262033844 Errata