Monday, September 29, 2008

Mobile 3D Game Development: From Start to Market

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This book is really very well written and the only one I know on the market of its kind. It's great if you are moving from 2D to 3D J2ME games. I gave it 4, instead of 5, stars firstly, because all the art work is done for Maya, Lightwave, or 3DS. These are very expensive modelling tools. The authors could have used an excellent alternative, Blender, which is just as powerful but free. Secondly, the authors use NetBeans. A better choice might have been Eclipse with the EclipseME plug-in since I believe the Eclipse community is bigger and perhaps more resourceful. Thirdly, there are a number of small errors in the book, particularly in Chapter 7. Finally, speaking of Ch 7, the book is rough going with the math. It's almost as if the authors were afraid to go into more detail knowing many people might be turned off by 3D math. But this seems to me just the place to slow down rather than breeze through the subject. For instance, they don't explain how or why matrix inversion is used nor how it can fail. Then, they go through all this math and don't give example code or even a snippet, of how to use it, for instance, the Transform class. That's too bad. They had this tiger (called 3D math) by the tail and let it go. Actually, to cover more of the math and details of mobile 3D I would recommend Hofele, C., "Mobile 3D Graphics", as a companion text. Hofele is also very good although the focus is less on mobile games than mobile 3D.

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