Building a 3D Game Engine in C++,Used

Building a 3D Game Engine in C++,Used

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Everything you need to create your own 3D game engineMost game programming books hand you a finished game engine and then tell you how to add on a few features, so you're locked into someone else's design from the beginning. But why compromise? This book shows you how to build your own custom engine from scratch using AST3D, a powerful 3D graphics library that's included on the disk. Now you can build the game you want, and you'll never have to pay a licensing fee again.This book/disk set, written by professional game programmer Brian Hook, gives all the technical details, shortcuts, and tricks of the trade he had to learn the hard way. Find out how to: Design and develop games like the professionals Create realtime 3D graphics games Implement collision and boundary detection Create 'intelligent' entities using AI algorithmsDisk includes: AST3D, a C++ library specifically designed for 3D game programming Source code for Borland and Watcom C++ compilers An original 3D game engine you can use to create your own games

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Frequently Asked Questions

  • Q: What is the main focus of 'Building a 3D Game Engine in C++'? A: The book focuses on teaching you how to build your own custom 3D game engine from scratch using the AST3D graphics library.
  • Q: Who is the author of this book? A: The author of the book is Brian Hook, a professional game programmer.
  • Q: What programming language is used in this book? A: The book uses C++ as the programming language for building the game engine.
  • Q: What is included in the disk that comes with the book? A: The disk includes the AST3D C++ library, source code for Borland and Watcom C++ compilers, and an original 3D game engine.
  • Q: What topics are covered in this book? A: The book covers designing and developing games, creating real-time 3D graphics, implementing collision detection, and using AI algorithms to create intelligent entities.
  • Q: What is the condition of the book being sold? A: The item condition is listed as 'Acceptable'.
  • Q: When was 'Building a 3D Game Engine in C++' published? A: The book was published on July 6, 1995.
  • Q: What is the total number of pages in this book? A: The book contains a total of 448 pages.
  • Q: What type of binding does this book have? A: The book is available in paperback binding.
  • Q: Is there any prior knowledge required to follow this book? A: A basic understanding of C++ programming is recommended to effectively follow the content of the book.