News for hackers. Stuff that matters.
Re:Super Mario 64 – 1996 Developer Interviews by vvanders on Thursday September 22, 2016 @04:16PM (#12559987)
If you dig this stuff then Real-Time Collision Detection[1] is solid gold. It's basically data structures for 3D along with a practical appreciate of what makes real world algorithms fast(data layout).

[1] http://realtimecollisiondetection.net/books/rtcd/

Re:Super Mario 64 – 1996 Developer Interviews by agumonkey on Thursday September 22, 2016 @04:22PM (#12560039)
That's the second time I see this suggested, time to try. Still doesn't absolve Dev Baggett to bless us with his stories ;)
Re:Super Mario 64 – 1996 Developer Interviews by jimminy on Thursday September 22, 2016 @06:41PM (#12560943)
Andy Gavin wrote several extended articles on the making of the original Crash Bandicoot. IIRC correctly, Dave contributed to a few of the articles,, or at least his contributions are mentioned pretty heavily.

http://all-things-andy-gavin.com/2011/03/12/making-crash-ban...

Re:Super Mario 64 – 1996 Developer Interviews by agumonkey on Thursday September 22, 2016 @07:02PM (#12561065)
I remember these; but I don't remember them including what Dave Baggett just said, hence my delighted surprise and suggestion above.
Re:Super Mario 64 – 1996 Developer Interviews by epse on Friday September 23, 2016 @05:07AM (#12563261)
That is one expensive book! It's discounted on Google Play and still 75 euro