3D Game Engine Design: A Practical Approach To Realtime Computer Graphics (Morgan Kaufmann Series In Interactive 3D Technology)

3D Game Engine Design: A Practical Approach To Realtime Computer Graphics (Morgan Kaufmann Series In Interactive 3D Technology)

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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 Shaderbased 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 Physicsall 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 Realtime Rendering System From The Lowestlevel 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 Shaderbased, Runs On Windows Xp, Mac Os X, And Linux, And Is Only Available With The Purchase Of The Book.

⚠️ WARNING (California Proposition 65):

This product may contain chemicals known to the State of California to cause cancer, birth defects, or other reproductive harm.

For more information, please visit www.P65Warnings.ca.gov.

  • Q: How many pages does the book have? A: The book has one thousand forty pages. This extensive length provides detailed insights into game engine design and real-time graphics.
  • Q: What is the binding type of this book? A: The book is hardcover. This durable binding type ensures longevity and protection for frequent use.
  • Q: What are the dimensions of the book? A: The book measures seven point eight inches in length, two point zero five inches in width, and nine point four nine inches in height. These dimensions make it a manageable size for both reading and reference.
  • Q: Is this book suitable for beginners? A: Yes, the book is suitable for beginners. It provides step-by-step instructions for creating a shader-based graphics engine, making it approachable for new programmers.
  • Q: What level of programming knowledge is required to understand this book? A: Some basic programming knowledge is recommended. However, the book introduces concepts in a way that beginners can grasp with some effort.
  • Q: Can I use this book for game development on multiple platforms? A: Yes, the book covers game development for Windows, Mac OS X, and Linux. This makes it versatile for developers working on different operating systems.
  • Q: How should I care for this book? A: To care for the book, keep it in a dry place and avoid exposure to direct sunlight. This will help preserve the binding and pages over time.
  • Q: Is this book safe for young readers? A: Yes, the book does not contain explicit content. However, it is recommended for older students or adults interested in game design.
  • Q: What is the author's background? A: The author is David Eberly, a well-respected figure in the field of computer graphics. His expertise lends credibility and depth to the book.
  • Q: Does the book include practical examples? A: Yes, the book includes practical examples using Wild Magic, a commercial quality game engine. This hands-on approach helps readers apply what they learn.
  • Q: What is Wild Magic mentioned in the book? A: Wild Magic is a game engine included with the book, consisting of over three hundred thousand lines of code. It illustrates how to build a real-time rendering system.
  • Q: Are there any updates in this edition compared to the first? A: Yes, this edition includes significantly more coverage of scene graph management and new methods for memory management. It reflects advancements in graphics hardware.
  • Q: What topics are covered in the book? A: The book covers various topics including shader programming, collision detection, and physics. These are essential subjects for developers in game design.
  • Q: Is there a warranty or return policy for the book? A: Typically, books have a standard return policy. Check with the retailer for specific details regarding returns or exchanges.
  • Q: What if my book arrives damaged? A: If your book arrives damaged, contact the seller immediately for a replacement or refund. Most retailers offer customer support for such issues.

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