xiv Preface
thoughts as much as possible on the software engineering and computer science as-
pects of the engine. The focus on mathematics is as minimal as I could make it (and
there was much rejoicing!), but there is still some mathematics—enough to motivate
why I built the interfaces for those classes that provide mathematical support for the
engine.
The engine source code, applications, and some of the tools are of my own
doing. However, the 3DS importer and Maya exporter are the contributions of Nolan
Walker, a contractor who has helped me with various engine components over the
years. His was a more formidable task than mine—figuring out how to convert the
data from modeling packages to the scene graph format of Wild Magic. This is a
nontrivial task, especially when the information on data layout for various packages
is difficult to locate. My thanks go to him for producing these tools. I wish to thank
Jeremiah Washburn, an NDL artist, who created much of the fine artwork that you
will see on the CD-ROM. You can visit his Web site, www.bloodyart.com, for other
samples of his artwork. Finally, I can retire a lot of the cheesy-looking engineer’s
artwork that I have been using in my books. I also wish to thank Chris Moak, an artist
who constructed the castle data set that you will see in one of the sample applications.
He built the data set in 2001; I have only now gotten around to making it available.
You can visit his Web site, home.nc.rr.com/krynshaw/index.html, for other samples of
his artwork.
My long-term relationship with Morgan Kaufmann Publishers (MKP), now
spanning four books and a series editorship, has been a fruitful one. A book project
always begins with an editor prodding a potential author to write a book and then
continues with more prodding to keep the author writing. My friend and senior ed-
itor, Tim Cox, has been quite good at this! When he is busy on other projects, his
editorial assistant, Rick Camp, assumes the role and reminds me to deliver various
book-related materials. Both Tim and Rick have the uncanny ability to prod at just
the right time—when I have a dozen other items to attend to. Once the project be-
gins, my job is simple: Write the book and deliver a draft with supporting figures and
screen-captured images. Once delivered, the hard part of the process commences—
the actual book production. Fortunately, all of my books published through MKP
have had the same project manager, Elisabeth Beller. Her superb abilities to schedule
the workload and keep a team of people on track are amazing. I consider it a modern
miracle that she and her team can take my crude drafts and produce from them such
fine-quality books! My thanks go to the talented people at MKP for producing yet
again another of my works.
On a final note: In case you were wondering about why I chose the name Wild
Magic, here is a quote from the release notes that shipped with version 0.1 of the
engine:
I am not a fan of fancy names, but I guess it is about time to do some branding.
So I have given the engine a name. That name, Wild Magic, while sharing part
of the company name, is also a reference to the Thomas Covenant novels written
by Stephen R. Donaldson. In my opinion he is the best fantasy writer ever. I have