3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology)
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3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology)

David H. Eberly

Aimed at        working Visual C++ game developer, 3D Game Engine Design provides      tour       mathematical techniques        3-D graphics, and        source code that's used       implement        m      state-of-the-art video game engines. If you work in        game industry (or would like to), this book will serve you well, because it delivers excellent best practices        algorithms         programming techniques that'll help your software keep up with        competition.

This text is      virtual encyclopedia       expertise that's based on        author's own work         research in        gaming industry. It provides        mathematical notation, algorithms,         C++ code (on        accompanying CD-ROM) that        needed       build fast         maintainable game engines. Early sections start with        basics, with        math that's used       work          common 3-D objects (like spheres         boxes). Highlights include      high-powered review       quaternion algebra--in many cases,        preferred way       transform 3-D data.

The chapters       graphics pipelines explain        math that's behind representing         rendering      3-D world      2-D          intervening effects like lighting         texture mapping. A variety       current algorithms        provided        representing 3-D scenes, efficient picking (which allows      programmer       determine        object in      3-D world that has been selected),         collision detection (in which objects collide virtually). In        game software       today, curves--and not individual triangles or polygons--often        used       represent 3-D objects. Algorithms that        used       turn curves into rendered surfaces        provided, too.

Later sections look at        current thinking about animation techniques        characters (including key frames, inverse kinematics,         skinning (in which digital skin      fitted over digital bone       create more realistic-looking movement)). How       represent terrain inside virtual worlds also      explained. The book closes          excellent material       such cutting-edge special effects       lens flare         projected shadows, which can add an extra level       realism to      video game. An appendix examines guidelines        designing object-oriented game software      C++.

Filled          mathematical insight         expert code that puts each principle or algorithm       work, 3D Game Engine Design provides an expert view       what goes into building      state-of-the-art game engine.

561 pages
Publisher: Morgan Kaufmann; Book & CD-ROM 1st edition (October 6, 2000)
Language: English
ISBN-10: 1558605932
ISBN-13: 978-1558605930

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