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