{"id":26,"date":"2013-11-08T15:46:23","date_gmt":"2013-11-08T15:46:23","guid":{"rendered":"\/\/3dbym.ru\/2013\/11\/letter-from-the-series-editor\/"},"modified":"2013-11-08T15:46:23","modified_gmt":"2013-11-08T15:46:23","slug":"letter-from-the-series-editor","status":"publish","type":"post","link":"https:\/\/3dbym.ru\/2013\/11\/letter-from-the-series-editor\/","title":{"rendered":"Letter from The Series Editor"},"content":{"rendered":"

As a 3D game programmer, sooner or later the time comes when you get bored with spinning cubes and flying space ships in space. You want fully articulated 3D characters and anima\u00adtion. So you start looking on Internet for information thereof, and sooner or later you realize that although there are a lot of sites with information\u2014and lots of demos\u2014it\u2019s all rather useless in reality. There are too many holes in the file format explanations, and in the end you would probably be better off reverse-engineering the files rather than wade through hacker document after hacker document.<\/p>\n

This problem is one that I have personally been dealing with for a long time. When I first wanted to write a Quake file loader, I thought that it would be easy; there must be a billion sites on the Internet with clear and concise explanations, right? However, there is none! As far as I can tell there is literally only one single document on the Internet with the. MD2 file for\u00admat, and it\u2019s not complete, but more of a FAQ. Moreover, it\u2019s just a file format; it doesn\u2019t really explain all the details. This is just one example. There are many. The bottom line is that whether it\u2019s a game format like Quake\u2019s. MD2 or .MD3 or 3D Studio Max\u2019s file format, there is simply no single place to find information. This issue was the motivation for this book.<\/p>\n

My goal for this book was to give you a single reference for the most popular file formats, but at the same time teach you how to use them. That is, it\u2019s useless to show how to read each key frame from a. MD2 file if you don\u2019t know how to interpolate them. Thus, the author, Evan Pipho, has not only covered every important file format (within reason), but he has also covered foundational material such as mathematics, skeletal animation, and more. If you open this book not knowing a single thing about 3D character animation, by the end of the book you will know how to work with all the popular file formats, how to write readers, and how to actually animate the meshes in real\u00adtime in your applications. Of course, this book assumes that<\/p>\n

<\/p>\n

you are familiar with 3D graphics, DirectX (or OpenGL) and you can create a rudimentary 3D engine either leveraging an API or manually with software that at minimum can render polygons and perform clipping, projection, and rasterization.<\/p>\n

Nevertheless, I can\u2019t tell you how excited I am about this book.<\/p>\n

It\u2019s the first of its kind\u2014there is not a single other book on the market that illustrates all these file formats from a game programmer\u2019s point of view.<\/p>\n

In conclusion, this is yet another book that no 3D game pro\u00adgrammer can do without. As I write this letter the book isn\u2019t even printed yet, but I am printing out a hard copy just to have it on my desk to refer to!<\/p>\n\n\n
\n

Series Editor for Premier Press\u2019s Game Development Series<\/p>\n<\/td>\n<\/tr>\n<\/table>\n

Sincerely,<\/p>\n\n\n
\n

\"Letter<\/p>\n

Andre\u2019 LaMothe<\/p>\n<\/td>\n<\/tr>\n<\/table>\n

<\/p>\n

<\/p>\n","protected":false},"excerpt":{"rendered":"

As a 3D game programmer, sooner or later the time comes when you get bored with spinning cubes and flying space ships in space. You want fully articulated 3D characters and anima\u00adtion. So you start looking on Internet for information thereof, and sooner or later you realize that although there are a lot of sites […]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[7],"tags":[],"_links":{"self":[{"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/posts\/26"}],"collection":[{"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/comments?post=26"}],"version-history":[{"count":0,"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/posts\/26\/revisions"}],"wp:attachment":[{"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/media?parent=26"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/categories?post=26"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/3dbym.ru\/wp-json\/wp\/v2\/tags?post=26"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}