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3D Game Engine Design

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

By

Publisher: Morgan Kaufmann

3.4
(7)

Language:English | Number of Pages: 561 | Format: Hardcover

Isbn-10: 1558605932 | Isbn-13: 9781558605930 | Publish date:  | Edition Book & CD-ROM 1st

Category: Computer & Technology

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Book Description
Now considered an essential reference in the game industry, 3D Game Engine Design is the first book to go beyond basic descriptions of algorithms and accurately demonstrate the complex engineering process required to design and build a real-time graphics engine to support physical realism. Faster algorithms will always win out over faster processors and assembly-language optimization techniques. Implementing those algorithms, however, can be a challenge for even experienced programmers.
This book provides rigorous explanations and derivations of all the essential concepts and techniques. Ideas are revealed step by step with numerous code examples and illustrations. Source code implementations are included on the companion CD-ROM to help you understand the full progression from idea, to algorithm, to working code. Since algorithms are not used in isolation, the source code for a complete engine is provided to bring crucial context to the implementations. This book and CD-ROM offer the most comprehensive professional reference available for the development of 3D game engines.

*Designed for professionals working in game development, simulation, scientific visualization, or virtual worlds.
*Written by a respected game engineer and designer of a leading commercial game engine.
*Thoroughly describes the algorithmsfully implemented in working codethat are the key to writing the fastest, most efficient code possible.
*Provides source code for Windows 95/98/NT/2000, Linux/Unix, and Macintosh platforms.
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    This book covers many aspects of 3D Engine
    Development and surely David Eberly is an extremely good mathematician so if you want to understand fully transformations, collision detection and some more advanced topics this book is perfect.
    What is not very good of this book is the misle ...continue

    This book covers many aspects of 3D Engine
    Development and surely David Eberly is an extremely good mathematician so if you want to understand fully transformations, collision detection and some more advanced topics this book is perfect.
    What is not very good of this book is the misleading title. About the actual "design" part of an engine there is only a small and not very deep (IMHO) chapter at the end of the book.

    said on