From: yorka AT dlc DOT fi (Atte Koivula) Newsgroups: comp.os.msdos.djgpp Subject: Books, any of 'em good? Date: Mon, 01 Dec 1997 11:35:55 GMT Organization: DLC Data Link Connections Lines: 47 Message-ID: <347e96e1.158538@news.dlc.fi> NNTP-Posting-Host: kou80.pp.dlc.fi To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk Hey all, Now that I have finally managed to sum up a decent amount of cash to buy a cpl more books to my collection, I'd like to know if you have any experience or ideas concerning certain titles. I'd like to learn about general hardware stuff, ie. DMA, IRQ and PIT, and I'd like to get a firm grasp on DPMI. Any suggestions? Furthermore, does anyone have experiences of André LaMothe's book, "Black art of 3-D Game Programming". I've read Tricks of the Game Programming Gurus and Teach Yourself Game Programming in 21 days, and I gotta admit, I like André's style. Tricks claimed to go about as far as DOOM, but really went about as far as Wolf 3D. Black Art claims it goes about as far as Descent, so does that mean it goes about as far as DOOM? =) Now, some of you are probably gonna recommend Zen of Graphics Proogramming 2nd Ed, or Computer Graphics: Principles and Practice, of which I have a few things to say: Zen is a nice book with great explanations and good readability, but it's fairly out-dated, including stuff such as 386-optimizing or Hi-Res VGA-modes or even EGA bank switching. It IS one of the books every graphics programmer should have on his/her bookshelf, but it has it's bad sides as well, and I've read it, and would like to try something new. Computer Graphics: Principles and Practice is based on old SIGGRAPH proceedings, so there's no guarantees about the speed of the code. It doesn't really teach anything practical being extremely cheap on actual code. It sometimes uses cryptic equations to explain things (I'm not really a math-person), and furthermore tries to be platform independent, which means you have to figure out the DOS-specific stuff yourself. It's academic and dry way of describing things make it very hard-going. Furthermore, it's encyclopedic structure doesn't really make it a tutorial-type book, but more like a reference. I'd like to LEARN something. Are there really no other readable books on 3D? -- Atte "Yorka" Koivula --