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3D Game Engine Design,: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3d Technology)
 
 
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3D Game Engine Design,: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3d Technology) [Hardcover]

David H. Eberly
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Product details

  • Hardcover: 250 pages
  • Publisher: Morgan Kaufmann; 2nd Revised edition edition (11 Feb 2006)
  • Language English
  • ISBN-10: 0122290631
  • ISBN-13: 978-0122290633
  • Product Dimensions: 19.1 x 5.2 x 23.5 cm
  • Average Customer Review: 4.3 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Bestsellers Rank: 506,494 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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David H. Eberly
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Product Description

Product Description

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.

About 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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2 of 2 people found the following review helpful
Great stuff. 11 Dec 2006
Format:Hardcover
This is a solid, well laid out book with some very in depth maths. Thankfully, the math is covered in the first few chapters and throughout (always good for a refresher).

A few people may object to the coding style and pretty hardcore C++. But, it is consistent through-out and very readable once you get used to it.

The jump from fixed pipeline 3.x to the new 4.x shader based engine is most welcome. The examples provided are extensive and easy to understand. Good support and updates are provided from www.geometrictools.com.

All in all, a fine purchase and a really good improvement on the first edition.

Also, it has to be said that it`s a pretty damn good price for a shader based "next gen" capable engine.

Enjoy.
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My little review 28 Sep 2010
By gpaluk
Format:Hardcover
This book is a great resource but I feel that it should be purchased with other resources geared to OOP approaches and data management. I found that in many places David Eberly had met the criteria for delivering information about the type of 3D system that I would like to implement but I also found that it was weak in other aspects.

The aspects that are strong in this book are:
- Array of mathematical formula relating to 3D.
- In depth conversation about development of his engines.
- Breakdown of various engine modules.
- Hirachy of the overall engine instantly feels like a that of a mainstram console/pc engine.
- Ability to integrate shaders and controllers.

The aspects that are weak:
- Assumption of C++ and i/o steams.
- Overall lack of detailed interfaces and coupling of geometry to rendering system.
- Lack of simple explainations about some underlaying principles.
- Lack of modern API references and test cases.
- Lack of good UML or any other diagrams.

Overall, I would recommend this book, especially if you already have some knowledge of affine and homogeneous points, vectors and matrices. It is the most complete
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Format:Hardcover
I bought the book because I needed info about how to make a game engine - not only a 3D graphics engine as many other books end up being about. In this book the overall structure of a game engine is described throughoutly. The most important bits for me were how to set up the game object class hierarchy and how to load and store your game engine state into serial form (serialization). While that stuff is not described in enough detail in the book that I would like as many details are left unexplained, there are not any books that would give you even that much.

In addition the book you also get the source code for a full blown game engine. It might not be useful for actual game projects as it is, but it provides an industrial quality reference how to actually make it all work together. And it's certainly more than a run-of-the-mill source code releases usually found in programming books. The WildMagic source code being continuously developed and is already in version 4.

The book is a bit heavy on the math side. David toned down the maths for the second edition but there is no denyining that math is an important factor in making 3D game graphics (and engine). What I would critisize is the layout of the book. It feels more like a reference instead of a coherent book explaining how to start laying out your engine. For example, the hard math is layed on front of you starting from the chapter two after a short introduction. I would have liked a bit more top-down approach where the structure of a game engine is discussed first and then going into the details. Now the infrastructure related stuff comes in starting from chapter 18 (object-oriented infrastructure) after all the math stuff. This is why I didn't give it 5 stars.

Anyway, 3D Game Engine Design is probably the best all-in-one reference book about the subject together with an excellent source code.
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