3D Game Engine Design - A Practical Approach to Real-Time Computer Graphics (Electronic book text)


Now considered an essential reference in the game industry, 3D Game Engine Design is the first book to go beyond basic descriptions of algorithms and accurately demonstrate the complex engineering process required to design and build a real-time graphics engine to support physical realism. Faster algorithms will always win out over faster processors and assembly-language optimization techniques. Implementing those algorithms, however, can be a challenge for even experienced programmers.
This book provides rigorous explanations and derivations of all the essential concepts and techniques. Ideas are revealed step by step with numerous code examples and illustrations. Source code implementations are included on the companion CD-ROM to help you understand the full progression from idea, to algorithm, to working code. Since algorithms are not used in isolation, the source code for a complete engine is provided to bring crucial context to the implementations. This book and CD-ROM offer the most comprehensive professional reference available for the development of 3D game engines.
*Designed for professionals working in game development, simulation, scientific visualization, or virtual worlds.
*Written by a respected game engineer and designer of a leading commercial game engine.
*Thoroughly describes the algorithms fully implemented in working code that are the key to writing the fastest, most efficient code possible.
*Provides source code for Windows 95/98/NT/2000, Linux/Unix, and Macintosh platforms.

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Product Description

Now considered an essential reference in the game industry, 3D Game Engine Design is the first book to go beyond basic descriptions of algorithms and accurately demonstrate the complex engineering process required to design and build a real-time graphics engine to support physical realism. Faster algorithms will always win out over faster processors and assembly-language optimization techniques. Implementing those algorithms, however, can be a challenge for even experienced programmers.
This book provides rigorous explanations and derivations of all the essential concepts and techniques. Ideas are revealed step by step with numerous code examples and illustrations. Source code implementations are included on the companion CD-ROM to help you understand the full progression from idea, to algorithm, to working code. Since algorithms are not used in isolation, the source code for a complete engine is provided to bring crucial context to the implementations. This book and CD-ROM offer the most comprehensive professional reference available for the development of 3D game engines.
*Designed for professionals working in game development, simulation, scientific visualization, or virtual worlds.
*Written by a respected game engineer and designer of a leading commercial game engine.
*Thoroughly describes the algorithms fully implemented in working code that are the key to writing the fastest, most efficient code possible.
*Provides source code for Windows 95/98/NT/2000, Linux/Unix, and Macintosh platforms.

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Product Details

General

Imprint

Morgan Kaufmann Publishers In

Country of origin

United States

Series

Morgan Kaufmann Series in Interactive 3D Technology

Release date

September 2000

Availability

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Authors

Format

Electronic book text

Pages

561

ISBN-13

978-0-08-049841-6

Barcode

9780080498416

Categories

LSN

0-08-049841-8



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