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3D Game Engine Programming (Game Development Series)
 
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3D Game Engine Programming (Game Development Series) [Paperback]

Stefan Zerbst (Author), Oliver Duvel (Author)
3.7 out of 5 stars  See all reviews (21 customer reviews)


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Book Description

1592003516 978-1592003518 June 30, 2004 1
A full-blown game engine is now an important industrial asset. Current engines exist with licensing fees of several $100,000, plus profit share costs. Because of these high costs, hobbyist game programmers are eager to learn how to write their own engines. The availability of a game engine which is ready to rock simplifies the development process of a game, allowing developers to concentrate on the game and gameplay experience. "3D Game Engine Programming" shows game programmers how to develop such an engine.


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From the Publisher

At the end of the book, you will be able to program your own comprehensive game engine, including renderer, network, audio, input, and math libraries. Includes coverage describing how to implement additional tools for game programming, such as a level editor with graphical user interface. To demonstrate the power of the developed tools, this book wraps things up with a deathmatch network first-person shooter, utilizing everything from the book: engine, level editor, and performance knowledge.

About the Author

Stefan Zerbst holds a degree in Computer Science with Business Administration. Starting programming on the ancient C16 he is now the author of two best selling German books about game programming and runs the German hobby game programming community Zfx.info. He shares his comprehensive experience in this field not only through writing books but also by holding lectures about game programming at a German university.

Product Details

  • Paperback: 896 pages
  • Publisher: Course Technology PTR; 1 edition (June 30, 2004)
  • Language: English
  • ISBN-10: 1592003516
  • ISBN-13: 978-1592003518
  • Product Dimensions: 9.1 x 7.3 x 2.1 inches
  • Shipping Weight: 3.8 pounds
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (21 customer reviews)
  • Amazon Best Sellers Rank: #908,798 in Books (See Top 100 in Books)

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Customer Reviews

21 Reviews
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Average Customer Review
3.7 out of 5 stars (21 customer reviews)
 
 
 
 
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25 of 26 people found the following review helpful:
5.0 out of 5 stars Fantastic Basis -- Covers all the bases!, November 17, 2004
This review is from: 3D Game Engine Programming (Game Development Series) (Paperback)
Stefan Zerbst's 3D Game Engine Programming is a 850-paged guide to constructing a modular, functional video game engine. This reference was one of the biggest reasons I became confident that I could complete a project of my own and has helped me tremendously in the design and building of an engine based upon the fundamentals of the ZFX Engine.

Even though the book does not go into detail and provide the code to all the bells and whistles of a commerical engine, it certainly outlines the basics and even provides code for testing. (I personally liked not having everything provided so that I could add my own features with a more personalized touch). Have no fear: all the basics are there to build off of!

In particular, the text guides the reader through the concepts and code needed to construct an engine that has the ability to support both DirectX and OpenGL (though DirectX is the main focus in the text), Vertex and Pixel Shaders (which is a big plus in upcoming game graphics!), and networkable players. In addition, the book brought extra possibilities such as Non-Player Characters, AI, and other various effects to the table for the reader to take note of where they could be added on to the engine. More importantly, he did do an excellent job of keeping these options (and more!) open without forcing his more ambitious readers to reprogram half the engine.

A very important thing I felt was the key to why I liked it some much was the fact that I understood how the components of the engine worked individually and as a whole to construct a functional game when I had finished the book. So many times have I read a programming book cover to cover and then still be lost on how everything fits together outside of the demos provided in the text-- but this book was NOT like that at all. The concepts were presented clearly as well as explicitly outlined within the code.

However, I will note: this book is not for the faint of heart or for the inexperienced programmer. (Hopefully the size scares the aforementioned away in a direction to seek some more practice before coming back to this fantastic reference.) There is a LOT of code and while the text does take care of the graphics, DLL loading, and algorithmic aspects to a FPS game, the book does treat the reader as a programmer and not a novice.

One last, important feature is the Level Editor that is developed along side the engine (that's right! you build a level editor too!). This chapter (14) is certainly one of the most useful parts of the text and is where a lot of key concepts come together.

So, if you are looking for a book that hits the ground running, providing a complete archive of source code and demos in an effort to construct a comprehensive game engine: this book is for you!
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22 of 27 people found the following review helpful:
4.0 out of 5 stars A highly recommended book for game programmers, October 26, 2004
This review is from: 3D Game Engine Programming (Game Development Series) (Paperback)
Yes, the book's CD had some issues. Yes, the code on the CD and the code on the book are sometimes different. That being said, show me a programming book that

1) Publishes every line of code
2) Every published line matches that on the CD
3) The code on the CD contains no errors

and I will show you a GREAT book. (BTW, this book does not exist.)

Criticizing the author for not publishing all source code is ludicrous as half the book would have had to be cut to make room, and then everyone would be complaining about not having enough content. All source code is provided and this book is NOT for beginners, so having to look at source code that was not published is not a problem.

Stefan does an excellent job of presenting a workable engine that could be used to create a modern game that could fit about any genre. He also presents methods to allow for upgrading the engine without requiring all games that use it to be recompiled. He covers many issues in the space he has and provides a workable game in the final chapter. He also shows how to implement an editor for the game (albeit a simple one), which is something I had not seen in other books.

If you are looking for a book that shows how to step into game engine programming and ALREADY know about game programming itself, then this is a good book.

If you are new to programming this book is not for (and is not intended for) you, so please do not read it and then complain when you do not understand.
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10 of 11 people found the following review helpful:
3.0 out of 5 stars OK, but still needs work, December 20, 2004
This review is from: 3D Game Engine Programming (Game Development Series) (Paperback)
The book does provide a basis for understanding a 3d game engine but it leaves out pieces in its tutorials, which would fine execpt that the book is written in "step-by-step tutorial" style. If you actually follow the book as a tutorial and code along, nothing will compile. If you use your head a little, though, you can figure out the missing features on your own, either by reviewing the material on the cd or by googleing. All in all, I found the book to be OK but i am still looking for someting better.
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