3D game engine design [electronic resource] : a practical approach to real-time computer graphics / David H. Eberly.
- 作者: Eberly, David H.
- 其他作者:
- 其他題名:
- Morgan Kaufmann series in interactive 3D technology.
- 出版: Amsterdam ;Boston : Elsevier Morgan Kaufmann c2007.
- 叢書名: The Morgan Kaufmann series in interactive 3D technology
- 主題: Computer games--Programming. , Computer graphics , Real-time data processing. , Three-dimensional display systems. , Electronic books , Computa , Hiperm , Jogos de computador.
- 版本:2nd ed.
- ISBN: 0122290631 、 9780122290633
- URL:
An electronic book accessible through the World Wide Web; click for information
- 一般註:CD-ROM contains project files for Microsoft Visual Studio (6.0, 7.0, 7.1, 8.0), project files for Apple's Xcode 2.3, and makefiles for Linux.--P. [4] of cover. Electronic reproduction. Amsterdam : Elsevier Science & Technology, 2010.
- 書目註:Includes bibliographical references (p. 973-979) and index.
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讀者標籤:
- 系統號: 005163527 | 機讀編目格式
館藏資訊
摘要註
A major revision of the international bestseller on game programming! Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the 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 physics - all challenging subjects for developers. * Revision of the classic work on game engines - the core of any game. * Includes Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. * Fully revised and updated in 4 colors, including major new content on shader programming, physics, and memory management for the next generation game consoles and portables.
內容註
Preface; 1 Introduction; 2 The Graphics System; 3 Renderers; 4 Special Effects Using Shaders; 5 Scene Graphs; 6 Scene Graph Compilers; 7 Memory Management; 8 Controller-Based Animation; 9 Spatial Sorting; 10 Level of Detail; 11 Terrain; 12 Collision Detection; 13 Physics; 14 Object-Oriented Infrastructure; 15 Mathematical Topics; Bibliography; Index.