3D game engine design : a practical approach to real-time computer graphics / David H. Eberly.
Material type: TextSeries: Morgan Kaufmann series in interactive 3D technologyPublication details: Amsterdam ; Boston : Elsevier Morgan Kaufmann, c2007.Edition: 2nd edDescription: xxii, 1018 p. : ill. (some col.) ; 25 cm. + 1 CD-ROM (4 3/4 in.)ISBN:- 9780122290633 (hbk.)
- 0122290631 (hbk.)
- 0123736684 (CD-ROM)
- 9780123736680 (CD-ROM)
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Standard Loan | Thurles Library Main Collection | 006.693 EBE (Browse shelf(Opens below)) | 1 | Available | 39002100501122 | ||
Standard Loan | Thurles Library Main Collection | 006.693 EBE (Browse shelf(Opens below)) | 1 | Available | 39002100501114 |
Enhanced descriptions from Syndetics:
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.
CD-ROM contains project files for Microsoft Visual Studio (6.0, 7.0, 7.1, 8.0), project files for Apple's Xcode 2.3, and makefiles for Linux.--P. [4] of cover.
Includes bibliographical references (p. 973-979) and index.
Ch. 1. Introduction -- Ch. 2. The graphics system -- Ch. 3. Renderers -- Ch. 4. Scene graphs -- Ch. 5. Controller-based animation -- Ch. 6. Spatial sorting -- Ch. 7. Level of detail -- Ch. 8. Collision detection -- Ch. 9. Physics -- Ch. 10. Standard objects -- Ch. 11. Curves -- Ch. 12. Surfaces -- Ch. 13. Containment methods -- Ch. 14. Distance methods -- Ch. 15. Intersection methods -- Ch. 16. Numerical methods -- Ch. 17. Rotations -- Ch. 18. Object-oriented infrastructure -- Ch. 19. Memory management -- Ch. 20. Special effects using shaders -- App. Creating a shader in wild magic.
System requirements: Microsoft Windows XP; Macintosh OS X; Linux; minimum to use source code: graphics hardware at least Shader Model 2 and either Direct3D 9 or later, or OpenGL (1.5 or later).--P. [4] of cover.
Table of contents provided by Syndetics
- Preface
- 1 Introduction
- 2 The Graphics System
- 3 Renderers
- 4 Special Effects Using Shaders
- 5 Scene Graphs
- 6 Scene Graph Compilers
- 7 Memory Management
- 8 Controller-Based Animation
- 9 Spatial Sorting
- 10 Level of Detail
- 11 Terrain
- 12 Collision Detection
- 13 Physics
- 14 Object-Oriented Infrastructure
- 15 Mathematical Topics
- Bibliography
- Index