3D Game Engine Design
eBook - PDF

3D Game Engine Design

A Practical Approach to Real-Time Computer Graphics

  1. 1,040 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

3D Game Engine Design

A Practical Approach to Real-Time Computer Graphics

About this book

The first edition of 3D Game Engine Design was an international bestseller that sold over 17, 000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer.

In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion.

As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300, 000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.

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Yes, you can access 3D Game Engine Design by David Eberly in PDF and/or ePUB format, as well as other popular books in Art & Art General. We have over one million books available in our catalogue for you to explore.

Information

Publisher
CRC Press
Year
2006
eBook ISBN
9781482267303
Edition
2
Topic
Art
Subtopic
Art General

Table of contents

  1. Cover
  2. Trademarks
  3. About the Author
  4. Contents
  5. Preface
  6. Chapter 1: Introduction
  7. Chapter 2: The Graphics System
  8. Chapter 3: Renderers
  9. Chapter 4: Scene Graphs
  10. Chapter 5: Controller-Based Animation
  11. Chapter 6: Spatial Sorting
  12. Chapter 7: Level of Detail
  13. Chapter 8: Collision Detection
  14. Chapter 9: Physics
  15. Chapter 10: Standard Objects
  16. Chapter 11: Curves
  17. Chapter 12: Surfaces
  18. Chapter 13: Containment Methods
  19. Chapter 14: Distance Methods
  20. Chapter 15: Intersection Methods
  21. Chapter 16: Numerical Methods
  22. Chapter 17: Rotations
  23. Chapter 18: Object-Oriented Infrastructure
  24. Chapter 19: Memory Management
  25. Chapter 20: Special Effects Using Shaders
  26. Appendix: Creating a Shader in Wild Magic
  27. References
  28. About the CD-ROM