Amazon.com: 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology) (9780122290640): David H. Eberly: Books

Buy New

or
Sign in to turn on 1-Click ordering.
or
Amazon Prime Free Trial required. Sign up when you check out. Learn More
Kindle Edition
Read instantly on your iPad, PC or Mac, no Kindle required
Buy Price: $47.12
Rent From: $19.58
 
 
   
Buy Used
Used - Good See details
$34.44 & this item ships for FREE with Super Saver Shipping. Details

or
Sign in to turn on 1-Click ordering.
 
   
More Buying Choices
Have one to sell? Sell yours here
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) [Hardcover]

David H. Eberly (Author)
4.4 out of 5 stars  See all reviews (9 customer reviews)

List Price: $89.95
Price: $52.36 & this item ships for FREE with Super Saver Shipping. Details
You Save: $37.59 (42%)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
In Stock.
Ships from and sold by Amazon.com. Gift-wrap available.
Only 5 left in stock--order soon (more on the way).
Want it delivered Monday, February 27? Choose One-Day Shipping at checkout. Details

Formats

Amazon Price New from Used from
Kindle Edition
Rent from
$47.12
$19.58
 
Hardcover $52.36  

Book Description

December 31, 2004 The Morgan Kaufmann Series in Interactive 3D Technology

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.



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

Frequently Bought Together

3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology) + 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) + Game Engine Architecture
Price For All Three: $171.06

Show availability and shipping details

Buy the selected items together


Editorial Reviews

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.

Book Description

The eagerly awaited companion to the bestselling 3D Game Engine Design- the book that set a standard for the industry

Product Details

  • Hardcover: 752 pages
  • Publisher: Morgan Kaufmann; 2nd Revised edition edition (December 31, 2004)
  • Language: English
  • ISBN-10: 012229064X
  • ISBN-13: 978-0122290640
  • Product Dimensions: 9.4 x 7.7 x 1.5 inches
  • Shipping Weight: 3.6 pounds (View shipping rates and policies)
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Best Sellers Rank: #922,410 in Books (See Top 100 in Books)

More About the Author

You can read the dry details about who I am on the back cover of any of my books. Currently, I am taking time off from book writing and source code generation at my web site, working for a company in Redmond WA to produce amazing technology. When I am ready, I will return to write more books and source code.

 

Customer Reviews

9 Reviews
5 star:
 (5)
4 star:
 (3)
3 star:
 (1)
2 star:    (0)
1 star:    (0)
 
 
 
 
 
Average Customer Review
4.4 out of 5 stars (9 customer reviews)
 
 
 
 
Share your thoughts with other customers:
Most Helpful Customer Reviews

27 of 28 people found the following review helpful:
5.0 out of 5 stars Finally!, April 17, 2005
By 
This review is from: 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology) (Hardcover)
One of the criticisms I had of Dave Eberly's previous 3D Game Engine Design is that it didn't really say much about how to design an engine. Rather, it focused mostly on the programming/implementation details, which was disappointing to some. This new book is what many people expected from the older book.

In this book, the author walks through the design and architecture of a 3D game engine, using his Wild Magic engine as an example, but also drawing on his experience developing NDL's NetImmerse. Throughout, he describes why each design decision was made, and in many cases alternative solutions are discussed as well. This isn't just a high level discussion, however, as ample source code, figures, equations, and sample applications are included to get you started with implementation.

The topics covered include the core engine systems, scene graphs, renderers, cameras, LOD, animation, terrain, special effects, physics and collision detection. Numerous sample applications and tools are also included. Dave's writing style is clear and minimally conversational, and he's kept the math to a minimum, making this a remarkably easy read.

This isn't a complete treatment of a game engine, since some important topics (e.g. scripting, audio) aren't included, but the material it does cover is worth it. Whether you're currently working on a game engine, planning to start one, or just want to have a better understanding of how they work, you'll be happy with this book.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


32 of 36 people found the following review helpful:
3.0 out of 5 stars Acceptable book with some significant failings, November 8, 2005
This review is from: 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology) (Hardcover)
This is an acceptable introductory book for the architecture of an AAA-quality game engine, under the consideration that it has so little competition.

The most significant criticism I have of the book is its repeated digression of topics into a documentation of the Wild Magic engine. If you intend to use the Wild Magic engine, I highly recommend the book, but for anyone not using it, this book saves far too few pages for discussions of general engine architecture.

For example, the entire second chapter is basically a documentation of the basic types defined for the Wild Magic engine. If you are architecting a large scale project, you do not want to start the discussion with talk of a smart pointer class. Or an array class. Unfortunately, this is exactly how the book begins.

Throughout the book, the reader is constantly forced to shift through documentation for each Wild Magic class. While the author does use the engine to illustrate points, often the point is so heavily mixed with the documentation that it is tedious to pick out the general discussion.

My secondary criticism of the book is that too many words are used in specific (but uncommon) ways - making it hard to follow at times. The sad part is that the author acknowledges this for some words (which helps the reader) but fails to for others. An example of the latter is when the author concedes that he uses the word `animation' to mean any event that happens over a period of time. You will not find that definition in any dictionary, but at least he specifies his intent, which is slightly forgivable. What is not forgivable is the other phrases/words that are not acknowledged as being uncommonly used, such as `world bounds' and `local bounds'. Too often I found myself carefully following discussions not because I found the material difficult, but because I needed to extract the context for which the author is using a word or phrase. In this sense it makes it hard for anyone to simply use the book for reference purposes.

This book deserves three stars because it is a good (although sometimes short) treatment of the many subjects that are part of a 3D game engine. It loses one star for trying to combine two related, but what should be separate discussions - general engine architecture and documenting Wild Magic. It loses another for being overly verbose and dry (see my secondary criticism). It has so few competitors that you might just have to accept its failings and shift through the material to dig out the general architecture nuggets that are dispersed throughout the book.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


8 of 10 people found the following review helpful:
5.0 out of 5 stars One of a kind book, January 23, 2005
This review is from: 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology) (Hardcover)
Few books on the topic of 3D and game engines are as thorough as Eberly's latest. He walks you through a top shelf commercial quality engine (minus some bells and whistles) and gives strong details and motivations behind the entire codebase's design choices.

Not only is it well written, its generous of him to continue to make this quality code so cheaply available to readers. A job well done, I urge all fellow hobbyists and professionals to support his work.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No

Share your thoughts with other customers: Create your own review
 
 
 
Most Recent Customer Reviews







Only search this product's reviews



Inside This Book (learn more)
First Sentence:
My book 3D Game Engine Design (3DGED) was written to explain the high-level details that arose in the development of the real-time 3D game engine NetImmerse. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
world bounding volume, scene graph management system, header file organization, frustum straddles, model bounding volume, render state update, triangle mesh decimation, template parameter class, camera axis directions, vertex color array, culling planes, gray subregion, virtual boo, foreground polygon, geometry leaf nodes, frustum parameters, other pipeline operations, local rotation matrix, outgoing portals, frustum planes, static boo, internal use public, renderer class, deferred drawing, bounding volume type
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Wild Magic, Microsoft Windows, Color Plate, Tri Mesh, Table Group, Utensil Group, Studio Max, Model World
New!
Books on Related Topics | Concordance | Text Stats
Browse Sample Pages:
Front Cover | Table of Contents | First Pages | Index | Surprise Me!
Search Inside This Book:




What Other Items Do Customers Buy After Viewing This Item?


Tags Customers Associate with This Product

 (What's this?)
Click on a tag to find related items, discussions, and people.
 

Your tags: Add your first tag
 

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 

Search Customer Discussions
Search all Amazon discussions
   



So You'd Like to...


Create a guide


Look for Similar Items by Category


Look for Similar Items by Subject