
Title

3D Game Engine Architecture: Engineering RealTime Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Te,Used
Delivery time: 8-12 business days (International)
Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of realtime 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 walkthrough 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 CDROM. Wild Magic is a commercialquality game engine used by many companies and is a unique resource for the game development community.
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We ship your order within 2–3 business days for USA deliveries and 5–8 business days for international shipments. Once your package has been dispatched from our warehouse, you'll receive an email confirmation with a tracking number, allowing you to track the status of your delivery.
Returns
To facilitate a smooth return process, a Return Authorization (RA) Number is required for all returns. Returns without a valid RA number will be declined and may incur additional fees. You can request an RA number within 15 days of the original delivery date. For more details, please refer to our Return & Refund Policy page.
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Warranty
We provide a 2-year limited warranty, from the date of purchase for all our products.
If you believe you have received a defective product, or are experiencing any problems with your product, please contact us.
This warranty strictly does not cover damages that arose from negligence, misuse, wear and tear, or not in accordance with product instructions (dropping the product, etc.).
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Frequently Asked Questions
- Q: What topics are covered in '3D Game Engine Architecture'? A: The book covers essential concepts of real-time 3D engines, including graphics pipeline, data structures, math systems, object systems, scene graphs, rendering techniques, camera systems, level of detail, terrain management, animation, advanced rendering effects, collision detection, and physics systems.
- Q: Who is the author of this book? A: The author of '3D Game Engine Architecture' is David Eberly, who is known for his expertise in game development and software engineering.
- Q: What is the format and binding of this book? A: '3D Game Engine Architecture' is available in hardcover format, making it durable for frequent reference.
- Q: How many pages does this book have? A: The book contains a total of 752 pages, providing an in-depth exploration of 3D game engine design.
- Q: What is the publication date of this book? A: '3D Game Engine Architecture' was published on December 17, 2004.
- Q: Is this book suitable for beginners? A: While the book covers fundamental concepts, it is more suitable for readers with some background in programming and software engineering due to its comprehensive and technical content.
- Q: Does the book include practical examples or projects? A: Yes, the book includes practical examples and discusses application design, development tools, and coding standards, which can be beneficial for readers looking to implement what they learn.
- Q: What additional resources come with the book? A: The book includes a CD-ROM that contains the source code for the new version of the Wild Magic engine, which is a commercial-quality game engine.
- Q: Is there a focus on any specific programming language in the book? A: The book does not focus on a specific programming language but covers algorithms and concepts applicable to various programming environments used in game development.
- Q: Can this book help with understanding advanced rendering techniques? A: Yes, '3D Game Engine Architecture' covers advanced rendering techniques, including vertex and pixel shaders, making it a valuable resource for understanding these concepts.