Title
Ultimate 3D Game Engine Design & Architecture
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Ultimate 3D Game Engine Design And Architecture Teaches How To Design And Create A Video Game Engine That Can Be Used To Create Gaming Applications On The Pc. Written For Beginning Programmers, Beginning Game Developers, And Those Aspiring To Get Into The Fi Eld, The Book Covers The Various Systems And Processes That Go Into A Complete Game Engine, With An Emphasis On Architecture Issues. The Book Focuses On Building A Complete Game Engine, Including Graphics, Physics, Programming, Audio, Ai, Data Structures, Memory Management, And More. The Sample Engine Is Called The Building Blocks 3D Engine And It'S Designed To Give You The Basics Of Each System That You Can Build From To Create Your Own Engines And Games. The Technologies Used Include Opengl, C++, And The Windows Xp, Macos X, And Linux Operating Systems. This Crossplatform Approach Makes The Information And Techniques Easy To Apply To Any Type Of Project. The Book Is Broken Into Five Main Parts, Beginning With Introductory Material, The Engine Core, Input, Sound, And Networking Systems. Next Comes Graphics And Environments, Including The Rendering System, The Drawing Of Static Models, And More Advanced Rendering Topics Such As Level Of Detail, Scene Graphs, Graphical Effects, Resource Management, And Scene Management For Environments In General. In The Third Part, Physics, Ai, And Scripting Are Covered. The Custom Physics System Is Detailed, Along With Point Masses And Soft Bodies. A Variety Of Ai Techniques Are Covered Next, Followed By Scripting Command, Property, And Compiled Scripting. In The Fourth Part The Engine Is Ready To Use For The Two Demo Applications You'Ll Create A Black Jack Game And A 3D Walkthrough Using A Portal Rendering System. In The Final Part, You'Ll Review What You'Ve Done, What You Could Do, And What Resources You Might Need In The Future To Enhance Your Game Engine.
⚠️ 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 contains five hundred fifty-six pages. It provides comprehensive coverage of game engine design and architecture.
- Q: What is the binding type of this book? A: The book is paperback bound. This makes it flexible and easy to handle for reading and note-taking.
- Q: What are the dimensions of the book? A: The book measures approximately seven point five two inches in length, one point two six inches in width, and nine point two five inches in height. These dimensions make it portable for readers.
- Q: Who is the author of the book? A: The author of the book is Allen Sherrod. He provides insights into game engine development for beginners.
- Q: What is the main subject of the book? A: The book focuses on designing and creating a video game engine. It covers various systems needed for building gaming applications.
- Q: Is this book suitable for beginners? A: Yes, the book is designed for beginning programmers and aspiring game developers. It breaks down complex concepts in an accessible way.
- Q: How do I apply the techniques taught in the book? A: You can use the techniques by following the comprehensive tutorials provided. The book includes practical examples for creating a game engine.
- Q: Are there demo applications included with the book? A: Yes, the book includes two demo applications. You will create a blackjack game and a three-dimensional walkthrough.
- Q: Is any prior programming knowledge required? A: While not strictly necessary, basic programming knowledge is helpful. The book is aimed at those looking to learn game engine architecture.
- Q: How do I maintain the book's condition? A: Keep the book in a dry, cool place away from direct sunlight. Avoid bending the cover to maintain its shape and durability.
- Q: What should I do if the book arrives damaged? A: If the book arrives damaged, you should contact the seller for a return or replacement. Be sure to keep your receipt for easy processing.
- Q: Can this book be used for multiple operating systems? A: Yes, the book covers game engine design for Windows XP, MacOS X, and Linux. This cross-platform approach enhances its usability.
- Q: What programming languages are used in the book? A: The book primarily utilizes C++ and OpenGL for game engine development. These languages are standard in the gaming industry.
- Q: Is there a focus on graphics in the book? A: Yes, the book emphasizes graphics and environments. It covers advanced rendering topics such as level of detail and graphical effects.
- Q: What kind of physics systems are discussed? A: The book details a custom physics system, including point masses and soft bodies. This is essential for realistic game interactions.
- Q: Does the book cover artificial intelligence techniques? A: Yes, various AI techniques are covered in the book. These techniques are crucial for developing intelligent behaviors in games.