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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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