After the tremendous success of ShaderX,
the ShaderX2 books, ShaderX3 a new book
project with an entirely new set of innovative ideas, techniques, and
algorithms will be started in 2005:
Game developers of
all levels will find insightful tips and tools from this unique
collection. Written by game programming experts, each contribution will
cover advanced rendering techniques that run on the DirectX and OpenGL
run-time with any shader language available.
Each section of the book(s) will be headed by a Section editor.
Shadows - Eric
Environmental Effects - Matthias Wloka
Geometry Manipulation - Kenneth Hurley
3D Engine Design - Tom Forsyth
Beyond Pixels and Triangles - Dean Calver
Image Space - Natalya Tatarchuk
Rendering Techniques - Sebastien St. Laurent
selected and begin writing
sent to publisher
Final CD sent
authors review book proofs
|December 18th, 2006
wins the Game Developer Frontline Award: click here.