3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics
Eberly, David H.
9781558605930
ISBN 13: 9781558605930
Publication Date: 2000
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"Virtually all the books on building 3D game engines cover the basics: here's a polygon, here's a transformation matrix, here's a perspective projection, and so on. The problem is that you can't make a professional quality game with just the basics. This leaves a large gap between you and your goal of creating a great game engine. With this book, Dave is launching a huge boulder into the gap, helping you scamper to your destination." Eric Yiskis, Lead Programmer, Oddworld Inhabitants 3D Game Engine Design is the first book to go beyond basic descriptions of algorithms and accurately demonstrate the complex engineering process required to design and build a real-time graphics engine to support physical realism. Faster algorithms will always win out over faster processors and assembly-language optimization techniques. Implementing those algorithms, however, can be a challenge for even experienced programmers. This book provides rigorous explanations and derivations of all the essential concepts and techniques. Ideas are revealed step by step with numerous code examples and illustrations. Source code implementations are included on the companion CD-ROM to help you understand the full progression from idea, to algorithm, to working code. Since algorithms are not used in isolation, the source code for a complete engine is provided to bring crucial context to the implementations. This book and CD-ROM offer the most comprehensive professional reference available for the development of 3D game engines. Features: * Designed for professionals working in game development, simulation, scientific visualization, or virtual worlds * Written by a respected game engineer and designer of a leading commercial game engine * Thoroughly describes the algorithms-fully implemented in working code-that are the key to writing the fastest, most efficient code possible * Provides source code for Windows 95/98/NT/2000, Linux/Unix, and Macintosh platforms. About the software: Includes a CD-ROM with C++ source code implementations of all the algorithms covered in the text as well as source code for a complete game engine. Updates for the engine, new ports (such as for the Macintosh), FAQs, and additional material on real-time graphics can be found at Geometric Tools website http://www.geometrictools.com. The renderer layer of the engine is abstract and can work with whichever API is desired. An OpenGL-based renderer, DirectX8 (Direct3D), and a GLUT-based hardware renderer for either Windows or Linux are included.
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3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (ISBN: 1558605932 / 1-55860-593-2) Eberly, David H. Quantity Available: 1
Book Description: Morgan Kaufmann Pub, Saint Louis, Missouri, U.S.A., 2000. Hard Cover. Book Condition: New. No Jacket. First Edition, Second Printing. 8vo - over 7¾" - 9¾" tall. This is a new hardcover first edition, second printing copy, no DJ, purple spine. Bookseller Inventory # 043348 Bookseller & Payment Information | More Books from this Seller | Ask Bookseller a Question |
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3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (T. (ISBN: 1558605932 / 1-55860-593-2) Eberly, David H. Quantity Available: 1
Book Description: Morgan Kaufmann, 2000. Hardcover. Book Condition: New. get it fast, sq136Get it fast. Bookseller Inventory # 809 Bookseller & Payment Information | More Books from this Seller | Ask Bookseller a Question |
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3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) (ISBN: 1558605932 / 1-55860-593-2) Eberly, David H. Quantity Available: 3
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3D Game Engine Design A Practical Approach to Real-Time Computer Graphics (ISBN: 1558605932 / 1-55860-593-2) Eberly, David H. Quantity Available: 4
Book Description: Elsevier. Book Condition: New. pp. 561. Bookseller Inventory # 7450479 Bookseller & Payment Information | More Books from this Seller | Ask Bookseller a Question |
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