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3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3d Technology)
 
 

3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3d Technology) [Kindle Edition]

David H. Eberly
3.8 out of 5 stars  See all reviews (5 customer reviews)

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Review

"Readers of Eberly's previous books, 3D Game Engine Design and Geometric Tools for Computer Graphics, asked for a volume with more code samples and fewer equations. This book will please and aid them greatly.. That key points are sometimes underscored with a dry wit is characteristic of how a great teacher makes studying a difficult topic personally rewarding for the student." -Joseph Goldstone, Lilliputian Pictures

"Credo Interactive has been using the WildMagic API for the past 3 years in various commercial projects. 3D Game Engine Architecture provides an excellent source of theoretical background and practical usage information for the API. Together the textbook and the WildMagic sourcecode form a comprehensive and well designed foundation for any 3D application." -Lars Wilke, Director of Development, Credo Interactive Inc.

"For those that have searched for a commercial quality rendering library available at virtually no cost and with extensive clear documentation. Let them look no further. From low level structures, to high level application design, Eberly has laid out everything necessary for commercial quality game development. May the projects inspired by his writings be plentiful and prosperous." -Timothy Prepscius, DimensionDoor, Inc.

Product Description

Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines.


This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation.


Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community.


Product details

  • Format: Kindle Edition
  • File Size: 6138 KB
  • Print Length: 752 pages
  • Publisher: CRC Press (17 Dec 2004)
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • ASIN: B001C4QKD4
  • Text-to-Speech: Enabled
  • X-Ray:
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Bestsellers Rank: #687,211 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Customer Reviews

3.8 out of 5 stars
3.8 out of 5 stars
Most Helpful Customer Reviews
9 of 10 people found the following review helpful
5.0 out of 5 stars Probably the best game engine text available 6 Mar 2005
Format:Hardcover
I've read quite a few of Mr Eberlys previous books, including his game engine book. One thing you can never say he's shy of is putting in a little mathematics. Which is fine but its usually pretty hard going, and not really what you want to know.
Thankfully Mr Eberly has taken a different approach in this book, and has minimized the mathematical mumbo jumbo, and focused on the engineering issues in architecting a game engine which with the advent of vertex and pixel shaders has entered a new level of complexity.
The text focuses around the 'Wild Magic' engine developed by Mr Eberly, and which is included on a CD with the book. The engine all in all is a pretty nice piece of work. It doesn't contain everything a commercial game engine might have - such as scripting or networking support, but its got pretty much everything else. Each piece of functionality in the engine is broken down in the books text along with suitable extracts from the source code. One of the great things is if you want the detail you can just go to the source base, and find out really goes on.
One of the other great aspects of the book is that Mr Eberly often describes why he's made a specific implementation choice, explaining competing solutions, and perhaps why he changed an implementation from a previous Wild Magic version. This is excellent stuff, and provides a real depth of understanding of what it takes to engineer a modern engine, which is passed on directly to the reader.
Another great aspect of the book is the implementation in the engine of the vertex/pixel shaders that is used. Its well explained and implemented, and I don't know any other book that covers this fairly new subject matter in the context of engine architecture.
So in summary:
A really nice piece of work. Mr Eberlys best book so far. A great place to find out what makes a modern engine work, or to help building your own.
The best game engine architecture book currently available to my knowledge.
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1 of 1 people found the following review helpful
5.0 out of 5 stars Decent Book 2 Oct 2005
Format:Hardcover
I wasn't sure what to expect when I first bought this book, but having owned it for about 3-4 months and read a good deal of it, I have to say I was suprised (in the pleasant way :p). The book is well structured and gives a wealth of information on building a commercial quality game engine from the ground up. Starting with a few basic "graphics programming" examples to ease you into the subject, and then moving on to developing a full-blown engine this book covers subjects from basic 3D Vector math(s), to supporting shader programs for OpenGL and DirectX. All in all, an excellent read, and well deserving of its 5 star award. Get it now!
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3 of 4 people found the following review helpful
Format:Hardcover
This book is, without doubt, the best book on writing a game engine I have seen. The wild magic engine contains an impressive amount of source code that helps you understand the author's description on his topic's of discussion. The book is well laid out and is extremely interesting to read, even more so than Harry Potter :). I found the content to be informative and well related to what goes into a professional engine, with a limited amount of maths theory thrown in for understanding purposes only, just like it should be. The fast mathematics functions are well explained and pretty good.
Despite this, there are a few improvements / weaknesses I can see with the book. The TArray class has a crash bug in it (setting the grow size to 0 on an empty array and then try adding to it), The TList class is extremely simplified for low memory consumption and not speed (i.e. only one variety is presented to you). There is not enough detail on custom heap management, which is essential for console game development.
However, these are very minor issues that are easily spotted if your implementing your own game engine. Its not really practical in a book covering so much detail in this kind of depth to talk about all the different types of each data structure (get a data structure book !) but it certainly gives you on a plate the ones you need in a game (from there you can look into lumped lists etc.). On the whole, this is an excellent book that makes you aware of all the issues involved in writing an engine of your own and ties up how the different areas fit in with each other superbly. It allows you go away and thoroughly investigate specialised topics for better/other alternatives and you know it will be relevant to what your trying to do. If I had two words to describe this book it would be "Top Class". Get it.
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By Robert
Format:Hardcover|Verified Purchase
I work in the game industry and currently I'm jumping from general engine programming to more specialised areas in rendering programming. I bought this book by recommendation in gamedev forums.

I have to say it's very easy to read, these kind of books are my favourites, the author had the guts to actually show his code to the world and nowadays is a luxury to see more than maths everywhere because people are afraid of other programmers pointing out the flaws.

That said, be very careful of the usage of general programming guidelines in this book. Grasp out for the core concepts and learn from it but when you do implement it, take your time and design the stuff in "better" ways, Mr Eberly is a mathematician after all.

Things like: RTTI, polymorphism, streams for IO, are a NO-NO in efficient gaming engines. Get functions should return a value, not calculate it on the spot, that is also a recurring thing in this book which will sink your framerate.

That being said I definitely recommend this book to the aspiring 3D graphics programmer, is worth a read as long as you are able to spot the pitfalls of the programming aspect. If not, you are better off reading about the efficient usage of C++ language for games or real time applications.

But hey, we all have to start somewhere.
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