Added 04 Aug 04 Updated TodayLin’s primary goal is to provide a solid understanding of the concepts involved in interactive 3D graphics programming in order to enable the reader to write 3D programs, libraries, and games, and to analyze and understand others’ 3D code. By focusing on more than just hard-core 3D algorithms, and by providing detailed information on equally important issues such as 3D modeling, world editing, digital sound, and collision detection, Lin gives the reader sufficient information to program and populate complete 3D worlds under Linux.
Lin’s careful balance between theory and practice provides both working code examples and a firm theoretical foundation, thereby empowering the reader to become a member of the professional 3D programming community.
Lin’s primary goal is to provide a solid understanding of the concepts involved in interactive 3D graphics programming in order to enable the reader to write 3D programs, libraries, and games, and to analyze and understand others’ 3D code. By focusing on more than just hard-core 3D algorithms, and by providing detailed information on equally important issues such as 3D modeling, world editing, digital sound, and collision detection, Lin gives the reader sufficient information to program and populate complete 3D worlds under Linux.
Lin’s careful balance between theory and practice provides both working code examples and a firm theoretical foundation, thereby empowering the reader to become a member of the professional 3D programming community.

Recommended for anybody who wants to further their knowledge
of not just Linux, but to the entire 3D process on the computer.
An excellent addition to his primer on Linux 3D.

Recommended for anybody who wants to further their knowledge
of not just Linux, but to the entire 3D process on the computer.
An excellent addition to his primer on Linux 3D.

The "advanced topics" include texture-mapping, lighting, fog, and several other components which sound impressive at first however the examples given are rather long in code-size, and don’t get straight to the point of what the example does. I was rather disapointed that the lighting section had no real details on the math behind it all.
From the title of the book, one would assume you would be programming 3d graphics in linux, however the author spends 60% of the book talking about Blender and World Foundry. Those programs should have been in a separate book rather then used as filler so the author could make several extra bucks on a new book.
The examples are all using the GLUT SDK for MesaGL (OpenGL for Linux) which doesn’t teach you about true linux X11 initialization.
I think this was a big disapointment, and would not recommend this book.

The "advanced topics" include texture-mapping, lighting, fog, and several other components which sound impressive at first however the examples given are rather long in code-size, and don’t get straight to the point of what the example does. I was rather disapointed that the lighting section had no real details on the math behind it all.
From the title of the book, one would assume you would be programming 3d graphics in linux, however the author spends 60% of the book talking about Blender and World Foundry. Those programs should have been in a separate book rather then used as filler so the author could make several extra bucks on a new book.
The examples are all using the GLUT SDK for MesaGL (OpenGL for Linux) which doesn’t teach you about true linux X11 initialization.
I think this was a big disapointment, and would not recommend this book.