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3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3d Technology) Hardcover – 19 Jan 2005

3.2 out of 5 stars 5 customer reviews

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Product details

  • Hardcover: 756 pages
  • Publisher: CRC Press; 1 edition (19 Jan. 2005)
  • Language: English
  • ISBN-10: 012229064X
  • ISBN-13: 978-0122290640
  • Product Dimensions: 19.7 x 3.8 x 24.1 cm
  • Average Customer Review: 3.2 out of 5 stars 5 customer reviews
  • Amazon Bestsellers Rank: 1,236,191 in Books (See Top 100 in Books)
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Product description

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.

Synopsis

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.

This book includes a CD-ROM with the complete C++ source code for Wild Magic version 3, a commercial-quality game engine for Windows, Linux, and OS X; and, a comprehensive, practical guide to all the steps necessary to build professional-quality real-time simulations with just minimal mathematics required. It emphasizes the application of software engineering principles and describes the architecture of large libraries.

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8 October 2013
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6 March 2005
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2 October 2005
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15 July 2005
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