Building a 3D Game Engine in C++

Overview

Most 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...
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Overview

Most 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 real-time 3D graphics games; implement collision and boundary detection; and create "intelligent" entities using AI algorithms.

This book/disk set offers all the technical information, programming code, and software to build a unique game engine that can be used to create a variety of custom 3D games from scratch. It shows how to use artificial intelligence to make intelligent monsters for a game.

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Product Details

  • ISBN-13: 9780471123262
  • Publisher: Wiley, John & Sons, Incorporated
  • Publication date: 6/28/1995
  • Edition number: 1
  • Pages: 448
  • Product dimensions: 7.47 (w) x 9.20 (h) x 1.15 (d)

Table of Contents

Acknowledgments
Introduction
Ch. 1 An Approach to Games Programming 1
Ch. 2 Graphics in Two Dimensions 11
Ch. 3 Fixed-Point Math 39
Ch. 4 A [subscript 3]D Graphics Primer 55
Ch. 5 Optimizing by Design 91
Ch. 6 Organizing Your Data 101
Ch. 7 Input Devices 123
Ch. 8 Hidden Surface Removal 147
Ch. 9 Drawing an Object 169
Ch. 10 Shading 179
Ch. 11 Texture Mapping 193
Ch. 12 Environmental Effects 213
Ch. 13 Simplifying for Speed 219
Ch. 14 Collision and Boundary Detection 233
Ch. 15 Automatons 245
Ch. 16 The View from the Top 257
Ch. 17 Advanced Topics 269
Appendix A Installation and Playing Guide 281
Appendix B Bibliography 285
Appendix C Code Listings 291
Index 411
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