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

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

by David H. Eberly (Author) "Computer graphics has been a popular area of computer science for the last few decades ..." (more)
3.6 out of 5 stars See all reviews (13 customer reviews)
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Customers buy this book with 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology) by David H. Eberly

3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (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)
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Product Description

Amazon.co.uk Review
Aimed at the working C++ game developer, 3D Game Engine Design provides a tour of mathematical techniques for 3-D graphics and the source code used to implement them in state-of-the-art video game engines. If you work in the game industry (or would like to), this book will serve you well because it delivers excellent best practices for algorithms and programming techniques that will help your software keep up with the competition.

This text is a virtual encyclopaedia of expertise, based on the author's own work and research in the gaming industry. It provides the mathematical notation, algorithms, and C++ code (on the accompanying CD-ROM) needed to build fast and maintainable game engines. Early sections start with the basics, with the math used to work with common 3-D objects (like spheres and boxes). Highlights include a high-powered review of quaternion algebra, the preferred way to transform 3-D data in many cases.

The chapters on graphics pipelines explain the math behind representing and rendering a 3-D world in 2-D with intervening effects like lighting, texture mapping and the like. A variety of current algorithms are provided for representing 3-D scenes, efficient picking (which allows a programmer to determine which object in a 3-D world has been selected) and collision detection (where objects collide virtually). In the game software of today, curves--rather than individual triangles or polygons--are often used to represent 3-D objects. Algorithms that are used to turn curves into rendered surfaces are also provided.

Later sections look at current thinking about animation techniques for characters (including key frames, inverse kinematics and skinning--in which digital skin is fitted over digital bone to create more realistic-looking movement). How to represent terrain inside virtual worlds is also explained. The book closes with excellent material on cutting-edge special effects like lens flare and projected shadows, which can add an extra level of realism to a video game. An appendix examines guidelines for designing object-oriented game software in C++.

Filled with mathematical insight and expert code that puts each principle or algorithm to work, 3-D Game Engine Design provides an expert view of what goes into building a state-of-the-art game engine. --Richard Dragan --This text refers to the Hardcover edition.

Product Description
A major revision of the international bestseller 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.

* Revision of the classic work on game engines - the core of any game.
* 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.
* 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.

See all Product Description


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Computer graphics has been a popular area of computer science for the last few decades. Read the first page
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3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology)
52% buy the item featured on this page:
3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) 3.6 out of 5 stars (13)
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Customer Reviews

13 Reviews
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 (5)
4 star:
 (2)
3 star:
 (3)
2 star:
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Average Customer Review
3.6 out of 5 stars (13 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
9 of 9 people found the following review helpful:
4.0 out of 5 stars Excellent, comprehensive & hard work, 12 April 2001
By A Customer
This is a good book that covers almost all of the areas that you'll need to program a decent graphics engine. However, the mathematics is rigorous - and unless your up to it you'll have difficulty (but still learn much).

Ignore the people who say it is too much like hard work, if you ever want to have decent understanding of 3d graphics then you will need to learn some serious math. It just goes with the territory.

As an alternative, that focuses more on real world applications and issues at a slightly less heavy level have a look at real time rendering.

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12 of 14 people found the following review helpful:
3.0 out of 5 stars Fairly straightforward methods presented in a complex manner, 14 Jan 2002
By A Customer
The book covers relatively simple subjects leading up to more meaty and difficult topics. Throughout I found the reading of topics (that I am already familiar with) difficult. The writing style left me feeling baffled, especially with the over use of harsh mathematics notation. This book aspires to old mathematical textt books which have since been presented in a much more friendly manner.

I already most of the topics covered and, yes, the book does cover much more than other games programming books, but it could have been presented in a much more understandable way. I think this book will leave intermediate learners feeling that serious games making is unattainable as a career. It isn't as difficult as this book horribly portrays.

Also, it's not a book for 'this is how to write a great game engine', it seems to be just the maths and techniques involved, fit it together yourself.

I don't think scene graph management has been covered that well either. Shame, I was really hoping this book would be ground breaking in this area.

One last thing though, this means there is a gap for a ground breakign book that covers everything about creating a great game engine. Just in a more friendly and supportive tone.

This is the hebrew bible, someone now needs to write the english translation ;)

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3 of 3 people found the following review helpful:
5.0 out of 5 stars Wow - just what i've been waiting for..., 4 Dec 2000
Ok - firstly, it's not fair to say this book is bad just because it requires an understanding of maths. I'm no maths genius myself, but I found that by reading the explanations and going through the code one the CD together was the easiest way to grasp topics i didn't fully comprehend.

Secondly - I felt at the start that there were one or two topics that the author glossed over rather quickly, but once you realise the value of having such brilliant examples for everything included on the CD to back up the excellent descriptions in the book then you'll realise why this book gained a rating of 5 stars from me.

The appendices in the book are all very helpfull, especially the one on reference counting using smart pointers. Don't be mislead though - you'll find no reference to DirectX or barely even opengl in this book. If you don't know these - go somewhere else.

Summing up, I don't recommend it for students who haven't studied at least up to GCSE maths, I don't recommend it for real novice programmers, but I do recommend it to anyone who has a solid grasp of c++ programming, the basics of graphics programming and wants to branch out in the the realms of 3D computer graphics and is prepared to learn hard and fast.

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Most Recent Customer Reviews

5.0 out of 5 stars Great stuff.
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)... Read more
Published on 12 Dec 2006 by Tony Colgan

5.0 out of 5 stars A superb resource
First thing to say - writing a commercial game engine is hard, and it requires a LOT of maths.

This is the only book I know that presents all the bits you'll need to do it. Read more

Published on 7 Nov 2003

3.0 out of 5 stars very intense
There is no doubt that the author knows the topic of games programming - particularly the mathematics needed for game developement inside out. Read more
Published on 22 Jun 2003

2.0 out of 5 stars An academic curiosity
Completely unreadable. Whilst covering more topics than most other texts of this nature, the presentation is shocking in it's obscurity, and renders the information within... Read more
Published on 20 May 2001

3.0 out of 5 stars A very theoretical book
This book is an excellently written mathematical treatise on the theory of 3D computer graphics. Unfortunately I can't quite see the reason for titling the book "game engine... Read more
Published on 4 Dec 2000

4.0 out of 5 stars Great content, real solutions, but a little dry
This book is one of the few that lives up to what it says in the marketing mantras on the back. The author clearly knows his subject inside out, and has taken the time to write a... Read more
Published on 25 Nov 2000

1.0 out of 5 stars so much maths???
You better be in the University studying mathematics. If you are not, then forget about this book. Just too much math and too little explanation and examples. Read more
Published on 7 Nov 2000

5.0 out of 5 stars Looks like finally we have a *useful* book.
...I was looking for a book that offers some useful suggestions when it comes to architecture, something that was accurate (Ive seen too many books that are innacurate and show... Read more
Published on 6 Nov 2000

2.0 out of 5 stars Maths, maths, maths and more maths
If you're thinking of getting this book then make sure you've got a serious knowledge of the mathematics (differential calculus, matrices, etc.) squared away first. Read more
Published on 31 Oct 2000

5.0 out of 5 stars Finally a Good 3d Game Engine Book
I've kept my eye on this book for a few weeks now and finally got to see a friends copy they had just bought and was overwhelmed by the contents and detail that the book has, and... Read more
Published on 6 Oct 2000

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