Cover image for 3D game engine architecture : engineering real-time applications with wild magic
Title:
3D game engine architecture : engineering real-time applications with wild magic
Personal Author:
Series:
The Morgan Kaufmann series in interactive 3D technology
Publication Information:
Amsterdam : Morgan Kaufmann Publishers, 2004
Physical Description:
1 CD-ROM ; 12 cm.
ISBN:
9780122290640
General Note:
Accompanies text of the same title : QA76.76.C672 E33 2005

Available:*

Library
Item Barcode
Call Number
Material Type
Item Category 1
Status
Searching...
30000010070991 CP 6362 Computer File Accompanies Open Access Book Compact Disc Accompanies Open Access Book
Searching...

On Order

Summary

Summary

Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines.

This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation.

Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community.


Author Notes

Dave Eberly is the president of Magic Software, Inc.


Table of Contents

About the Author
Preface
Chapter 1 Introduction
Chapter 2 Core Systems
Chapter 3 Scene Graphs and Renderers
Chapter 4 Advanced Scene Graph Topics
Chapter 5 Advanced Rendering Topics
Chapter 6 Collision Detection
Chapter 7 Physics
Chapter 8 Applications
Appendix A Coding Conventions
References
Index
About the CD-ROM