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3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics
     

3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics

by David H. Eberly
 
"Virtually all the books on building 3D game engines cover the basics: here's a polygon, here's a transformation matrix, here's a perspective projection, and so on. The problem is that you can't make a professional quality game with just the basics. This leaves a large gap between you and your goal of creating a great game engine. With this book, Dave is launching a

Overview

"Virtually all the books on building 3D game engines cover the basics: here's a polygon, here's a transformation matrix, here's a perspective projection, and so on. The problem is that you can't make a professional quality game with just the basics. This leaves a large gap between you and your goal of creating a great game engine. With this book, Dave is launching a huge boulder into the gap, helping you scamper to your destination."

-- Eric Yiskis Lead Programmer, Oddworld Inhabitants

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.

Features

  • 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.
Includes a CD-ROM for use with Windows 95/98/2000, NT, and Linux with C++ source code implementations of all the algorithms covered in the text as well as source code for a complete game engine. The source code is now available for Macintosh users and can be found at the WildMagic URL listed below. The renderer layer of the engine is abstract and can work with whichever API is desired. An OpenGL-based renderer is included, but it is just as easy to implement a Direct3D version. A GLUT-based hardware renderer for either Windows or Linux is included as well. Updates for the engine are available at wild-magic.com, along with a FAQ, and additional material on real-time graphics.

Author Biography: Dave Eberly is the President of Magic Software, Inc., a company known for its Web site that offers free source code and documentation for computer graphics, image analysis, and numerical methods. Previously, he was the Director of Engineering at Numerical Design Limited, the company responsible for the real-time 3D game engine, NetImmerse. His background includes a B.A. degree in mathematics from Bloomsburg University, M.S. and Ph.D. degrees in mathematics from the University of Colorado at Boulder, and M.S. and Ph.D. degrees in computer science from the University of North Carolina at Chapel Hill. He is co-author with Philip Schneider of the forthcoming Geometry Tools for Computer Graphics, to be published by Morgan Kaufmann.

Product Details

ISBN-13:
9781558605930
Publisher:
Taylor & Francis
Publication date:
09/28/2000
Series:
The Morgan Kaufmann Series in Interactive 3D Technology
Edition description:
BK&CD ROM
Pages:
561
Product dimensions:
7.47(w) x 9.20(h) x 1.31(d)

Meet the Author

Dave Eberly is the president of Geometric Tools, Inc. (www.geometrictools.com), a company that specializes in software development for computer graphics, image analysis, and numerical methods. Previously, he was the director of engineering at Numerical Design Ltd. (NDL), the company responsible for the real-time 3D game engine, NetImmerse. He also worked for NDL on Gamebryo, which was the next-generation engine after NetImmerse. His background includes a BA degree in mathematics from Bloomsburg University, MS and PhD degrees in mathematics from the University of Colorado at Boulder, and MS and PhD degrees in computer science from the University of North Carolina at ChapelHill. He is the author of 3D Game Engine Design, 2nd Edition (2006), 3D Game Engine Architecture (2005), Game Physics (2004), and coauthor with Philip Schneider of Geometric Tools for Computer Graphics (2003), all published by Morgan Kaufmann. As a mathematician, Dave did research in the mathematics of combustion, signal and image processing, and length-biased distributions in statistics. He was an associate professor at the University of Texas at San Antonio with an adjunct appointment in radiology at the U.T. Health Science Center at San Antonio. In 1991, he gave up his tenured position to re-train in computer science at the University of North Carolina. After graduating in 1994, he remained for one year as a research associate professor in computer science with a joint appointment in the Department of Neurosurgery, working in medical image analysis. His next stop was the SAS Institute, working for a year on SAS/Insight, a statistical graphics package. Finally, deciding that computer graphics and geometry were his real calling, Dave went to work for NDL (which is now Emergent Game Technologies), then to Magic Software, Inc., which later became Geometric Tools, Inc. Dave's participation in the newsgroup comp.graphics.algorit

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