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REFERENCES.md

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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.

Common Lisp

Graphics APIs

Game Engine Design and Methodology

Mathematics

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.

Algorithms