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25. February 2019

The newest Humble Bundle is now live and it’s full of computer science books of direct interest to game developers.  The Humble series of bundles is generally a collection of books, media or software with proceeds split between Humble, the publisher, charity and even GameFromScratch (thanks!).  The charity supported by the Humble Book Bundle: Computer Science by Mercury Learning is the Python Software Foundation.

As always the bundle is split into multiple tiers.  So long as you meet the tier minimum amount, you get the contents of that tier and all tiers below.  This bundle includes:

1$ Tier

  • Autodesk Revit 2019 Architecture
  • Cloud Computing
  • Data Cleaning
  • SAP ERP Financials
  • Software Quality Assurance

8$ Tier

  • 3D Character Development Workshop
  • Artificial Intelligence Problems and Their Solutions
  • Business Intelligence & Data Warehousing Simplified
  • Cloud Computing Basics
  • Programming Fundamentals using Java:  A Game Application Approach
  • jQuery, CSS3 and HTML5
  • Object Oriented Programming Languages and Event-Driven Programming
  • Python 3 Pocket Primer
  • Regular Expressions Pocket Primer

15$ Tier

  • C Programming Pocket Primer
  • Cluster Analysis and Data Mining
  • Computer Graphics Programming in OpenGL with C++
  • Data Structures and Programming Design using C++
  • Game Development using Python
  • Mathematics for Computer Graphics and Game Programming
  • Access 2016 Programming by Example
  • Excel 2016 Programming by Example
  • Excel Functions and Formulas
  • Network Security and Cryptography
  • Photoshop Elements
  • Python Basics

If you purchase the bundle using this link a portion of your purchase goes to support the channel.  For more details on this Bundle, check out the video below.

GameDev News

20. February 2019

Finishing in hard cover form just in time for GTC 2019, NVidia and APress have team up to author Ray Tracing Gems, a book on real-time raytraced graphics development in the popular “Gems” format.  Even better, they are making digital chapters available as they are developed, free to those with a NVidia developer account (which is also free).  The chapters are distributed under the Creative Commons 4.0 International License and are available for download here.  Unfortunately Part 5 is currently missing and parts 6 and 7 are slated to be published later this week.

Here is the current table of contents from the RealTimeRendering homepage:

  • PART 1: RAY TRACING BASICS, editor: Chris Wyman
    • 1. Ray Tracing Terminology, by Eric Haines and Peter Shirley
    • 2. What is a Ray? by Peter Shirley, Ingo Wald, Tomas Akenine-Möller, and Eric Haines
    • 3. Introduction to DirectX Raytracing, by Chris Wyman and Adam Marrs
    • 4. A Planetarium Dome Master Camera, by John E. Stone
    • 5. Computing Minima and Maxima of Subarrays, by Ingo Wald
    • 6. A Fast and Robust Method for Avoiding Self-Intersection, by Carsten Wächter and Nikolaus Binder
    • 7. Precision Improvements for Ray/Sphere Intersection, by Eric Haines, Johannes Günther, and Tomas Akenine-Möller
    • 8. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections, by Alexander Reshetov
    • 9. Multi-Hit Ray Tracing in DXR, by Christiaan Gribble
    • 10. A Simple Load-Balancing Scheme with High Scaling Efficiency, by Dietger van Antwerpen, Daniel Seibert, and Alexander Keller
    • 11. Automatic Handling of Materials in Nested Volumes, by Carsten Wächter and Matthias Raab
    • 12. A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem, by Alejandro Conty Estevez, Pascal Lecocq, and Clifford Stein
    • 13. Ray Traced Shadows: Maintaining Real-Time Frame Rates, by Jakub Boksansky, Michael Wimmer, and Jiri Bittner
    • 14. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR, by Holger Gruen
  • PART 4: SAMPLING, editor: Alexander Keller
    • 15. On the Importance of Sampling, by Matt Pharr
    • 16. Sample Transformations Zoo, by Peter Shirley, Samuli Laine, David Hart, Matt Pharr, Petrik Clarberg, Eric Haines, Matthias Raab, and David Cline
    • 17. Ignoring the Inconvenient When Tracing Rays, by Matt Pharr
    • 18. Importance Sampling of Many Lights on the GPU, by Pierre Moreau and Petrik Clarberg
  • PART 5: DENOISING AND FILTERING, editor: Jacob Munkberg
    • 19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising, by Edward Liu, Ignacio Llamas, Juan Cañada, and Patrick Kelly
    • 20. Texture Level of Detail Strategies for Real-Time Ray Tracing, by Tomas Akenine-Möller, Jim Nilsson, Magnus Andersson, Colin Barré-Brisebois, Robert Toth, and Tero Karras
    • 21. Simple Environment Map Filtering Using Ray Cones and Ray Differentials, by Tomas Akenine-Möller and Jim Nilsson
    • 22. Improving Temporal Antialiasing with Adaptive Ray Tracing, by Adam Marrs, Josef Spjut, Holger Gruen, Rahul Sathe, and Morgan McGuire
    • 23. Interactive Light Map and Irradiance Volume Preview in Frostbite, by Diede Apers, Petter Edblom, Charles de Rousiers, and Sébastien Hillaire
    • 24. Real-Time Global Illumination with Photon Mapping, by Niklas Smal and Maksim Aizenshtein
    • 25. Hybrid Rendering for Real-Time Ray Tracing, by Colin Barré-Brisebois, Henrik Halén, Graham Wihlidal, Andrew Lauritzen, Jasper Bekkers, Tomasz Stachowiak, and Johan Andersson
    • 26. Deferred Hybrid Path Tracing, by Thomas Schander, Clemens Musterle, and Stephan Bergmann
    • 27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization, by John E. Stone
  • PART 7: GLOBAL ILLUMINATION, editor: Matt Pharr
    • 28. Ray Tracing Inhomogeneous Volumes, by Matthias Raab
    • 29. Efficient Particle Volume Splatting in a Ray Tracer, by Aaron Knoll, R. Keith Morley, Ingo Wald, Nick Leaf, and Peter Messmer
    • 30. Caustics Using Screen Space Photon Mapping, by Hyuk Kim
    • 31. Variance Reduction via Footprint Estimation in the Presence of Path Reuse, by Johannes Jendersie
    • 32. Accurate Real-Time Specular Reflections with Radiance Caching, by Antti Hirvonen, Atte Seppälä, Maksim Aizenshtein, and Niklas Smal

  • Once compiled the electronic version of the book will remain freely downloadable, although in what formats has yet to be determined.

    GameDev News

    4. February 2019

    The folks over at Humble Bundle are running another bundle of interest to game developers.  This one is the Humble Book Bundle: Break into the Game Industry by CRC Press, a eclectic collection of interest to artists, designers and programmers interested in getting into the Game industry, either at a studio, or producing their own indie title.  As always with Humble Bundle’s, a portion of the proceeds go to supporting charity, with this bundles featured charity being Girls Make Games.

    Bundles are broken into tiers based on price, where paying the higher price gets you all of the books in the previous tier as well.  The books in each pricing tier include:

    1$ USD Tier

    • Creative Character Design
    • Vintage Games 2.0
    • Becoming a Video Game Artist
    • Digital Mayhem 3D Landscape Techniques
    • Honoring the Code (Game Designer Interviews)

    8$ USD Tier

    • 3D Game Environments
    • Designing the User Experience of Game Development Tools
    • The Indie Game Developer Handbook
    • Creative Direction in a Digital World
    • Digital Mayhem 3D Machine Techniques
    • Vintage Game Consoles

    15$ USD Tier

    • Women in Game Development
    • Game Design Theory
    • A Practical Guide to Indie Game Marketing
    • Mobile & Social Game Design
    • The UX Careers Handbook
    • Write Your Way Into Animation and Games
    • White Space is Not Your Enemy

    In addition to supporting charity, purchasing this bundle through this link also helps support GameFromScratch, so thank you!  You may have noticed this Bundle is light on content for programmers… there is currently the Humble O’Reilly Programmer Book bundle running as well.  If you are interested in learning more about the books in this bundle, be sure to watch the video below, where we go through the table of contents for every book in the bundle.

    GameDev News

    10. December 2018

    The book Game Engine Black Book Doom was just released by Fabien Sanglard just in time for the 25th anniversary of the release of Doom.  The book, with forwards by John Carmack and Dave Taylor, is an in-depth look at the details and techniques that went in to creating the classic game Doom.  In addition to dissecting the code in the idTech game engine, the book looks at the hardware and software of the day as well as a details of porting to a variety of different consoles.

    Details from the author’s homepage:

    From November 2017 to November 2018, it took one year to complete. Both John Carmack and Dave Taylor kindly wrote forewords. The result is 427 pages, full color, to describe in great detail the PCs of the era (Intel 80486, VESA Local BUS, Dos Extenders, Watcom Compiler, ...), the NeXT hardware (and especially the NeXTStation TurboColor), the engine, and the console ports to the Jaguar, Sega 32X, Super Nintendo, Sony Playstation, 3DO, and Sega Saturn.

    I wish the paper version could have been priced lower. A black and white version would have been cheaper ($39.00) but given the many screenshots and drawings, readability would have suffered. I tried to look around but all printers gave me roughly the same price for a 400+ pages full color book. If anybody has an idea to lower the price I will listen carefully.

    The book is available in print form on Amazon, as well as on Google in DRM free e-book form.

    GameDev News Programming

    15. October 2018

    The academy award winning book Physically Based Rendering from Theory to Implementation 3rd Edition is now available free online in it’s entirety at  This book is hugely important to the game and film industry as this is where the expression Physically Based Rendering (PBR) was coined, and it is the underlying rendering technology behind every major modern 3D game engine.

    Description of PBR 3rd Edition from the book homepage:

    Physically Based Rendering, Third Edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method known as “literate programming” combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery.

    This new edition greatly refines its best-selling predecessor by adding sections on bidirectional light transport; stochastic progressive photon mapping; a significantly-improved subsurface scattering implementation; numerical robustness issues in ray-object intersection; microfacet reflection models; realistic camera models; and much more. These updates reflect the current state-of-the-art technology, and along with the lucid pairing of text and code, ensure the book's leading position as a reference text for those working in rendering.

    The author team of Matt Pharr, Greg Humphreys, and Pat Hanrahan garnered a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowledge shared in the first and second editions of the book this book. The Academy called the book a “widely adopted practical roadmap for most physically based shading and lighting systems used in film production.”

    Additionally you can still buy print (and digital) copies on Amazon via this affiliate link, should you desire the feeling of paper in your hands.  This is not an easy text, and isn’t required reading for everyone, but if you are working on rendering technology or want a peek behind the curtain this is definitely a book you should check out today.

    Click here to read the book now.

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