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3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics [With CDROM]

Author: David H. Eberly
3D Game Engine Design
United States of America

Was R694.95
Now R604.61
(eB 6046)

Delivery time: 24hr delivery in main centres: Order before 12h00 Monday - Friday, to receive the next working day
 

Country: United Kingdom
Format: Hardcover
Publisher: Morgan Kaufmann Publishers
ISBN: 9780122290633
Publication date: November 2006
Length: 241mm
Width: 198mm
Thickness: 52mm
Weight: 2459g
Edition: 2nd Edition
Pages: 1018
Illustrations: Illustrated
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3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics [With CDROM]

Was R694.95

Now R604.61

 
 
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Shows step-by-step how to make a shader-based graphics engine and how to tame the technology. This work covers the essential techniques of scene graph management, and methods for managing memory usage in game consoles and portable game players. It also includes shader programming, physics, and memory management for game consoles and portables.

This title is a major revision of the international best-seller 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. It is the revision of the classic work on game engines the core of any game. It 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. It is 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.

  • 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


 
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