"My goal for Tricks II was to teach how to develop a 3D software rasterizer and complete engine from the ground up. Thus, this book is both theoretical and practical. Everyone today is comfortable with using 3D APIs and accelerators, but the knowledge of how to develop a 3D engine from plotting a pixel to a fully lit, shadowed, perspective corrected, Z buffered display is slowly being lost.
This book is both for the computer graphics enthusiast that wants to understand the math and theory behind the algorithms, but also for the practical developer that wants to know how to make a Quake I/II level engine to possibly implement the technology in hand helds or pure silicon. I have yet to see anyone that has started from nothing and shown readers a real working engine that was not pre-developed."