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

David H. Eberly
3.8 out of 5 stars  See all reviews (65 customer reviews)

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Book 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.


Editorial Reviews

Book Description

A major revision of the international bestseller on game programming

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

Product Details

  • File Size: 20733 KB
  • Print Length: 1040 pages
  • Simultaneous Device Usage: Up to 4 simultaneous devices, per publisher limits
  • Publisher: Morgan Kaufmann; 2 edition (November 17, 2006)
  • Language: English
  • ASIN: B003VWC0XO
  • Text-to-Speech: Enabled
  • X-Ray:
  • Word Wise: Not Enabled
  • Lending: Not Enabled
  • Amazon Best Sellers Rank: #1,287,518 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Customer Reviews

Most Helpful Customer Reviews
122 of 131 people found the following review helpful
3.0 out of 5 stars Does not deliver as promised November 14, 2000
By Tavison
Format:Hardcover
The title of this book and the back cover convinced me to buy this book on sight. "At last," I thought, "a book covering the dificult task of game engine architechture." I was very wrong. This book does a fair job of going one level deeper than the Game Programming Gurus series, or 3D Game programming by De Geos, or any of the hack retained mode Direct X books, but it does not come close to the full knowledge of Foley - Van Dam, or the Watt and Watt books. It is written at a math level that if you can easily understand it, you don't need it. This book, ignoring its title for a minute is a poor substitute for Real Time Rendering even at twice the thickness. It is more complicated than the two excellent books by the Watt brothers, 3D Computer Graphics and Advanced Animation and Rendering Techniques. It fails to explain architecture even remotely as well as Lakos' book Large Scale C++. In short it does a poor job at replicating what many books have done before.
What it does do though, is expose a glaring hole in all the books relating to graphics programming and games in particular. There still is no good book on designing a game engine. I work in the industry, and while I've seen some briliant ideas on visual effects and performance gains, I have never seen an architecture that wouldn't have the lead programmer fired from any other industry. There is a need for what the title indicates, but the subject is contained in appendix A. The rest of the book is about culling and collisions and ray tracing and every other low level library function I could have gotten from a dozen books. There is massive amounts of source code. And while reasonably well written as a library, the whole is woefully lacking as a framework. This book should have been the other way around. We all have the libraries, how about a little discussion on the framework to hang them in.
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21 of 21 people found the following review helpful
By A Customer
Format:Hardcover
First off, the positives:
1. Dr. Eberly is writing about a subject which has never really been dealt with at an intermediate or advanced level. "Game Programming For Dummies" this ain't.
2. The discussions and subjects tackled are top-notch. If you really want to know how a solid graphics engine works, aside from stealing the code to Quake 2 and sifting through it (not an easy read, I'm sure), this is the best place to begin. All sorts of advanced topics are touched upon, things you won't find in any other book.
3. The writing itself is quite good, especially considering the technical discussions involved.
Sad to say, however, the book gets only rates average for the following reasons:
1. The mathematical understanding needed to make sense of much of the text is considerably more than the preface and some reviewers would have you think, and
2. For a 3D "Game Programming" book, there are damn few illustrations in parts.
The math used in this book requires you to know a fair amount of later-semester calculus, to be very fresh on your advanced linear algebra, and to even know some statistics. Covariance matrices? They're in there.
Those of you who took calculus a few years back and forgot some of it, or maybe had linear algebra as a freshman, are in for quite a surprise. And those who haven't taken many math classes, period, can save your $60 and just forget it.
I don't disagree with anyone who says you need to know a lot of math in order to work with computer graphics, and 3D in general. Anyone tackling the subjects Dr. Eberly does had better know their stuff. It's just that a shameless plug by the author for his favorite math texts (or a better primer) might have helped a lot of readers get up to speed.
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16 of 17 people found the following review helpful
4.0 out of 5 stars Good, but not what you might expect April 15, 2005
Format:Hardcover
I read this a few years ago, and have referred back to it many times, but I only recently realized that I neglected to write a review of it.

This book is well-written and contains a lot of useful information. The author is one of the few people qualified to write a book of this nature, and he has done an admirable job. That said, the title is pretty misleading, since the book has very little to say about the design of a game engine. Instead, it focuses on implementation details and the math involved with them. Topics covered include geometrical methods, the graphics pipeline, tree-based scene graphics, intersections, collision detection, curves and surfaces, animation, terrain, spatial sorting (quad/octrees, portals, BSPs), special effects, object-oriented infrastructure, and numerical methods. The author doesn't gloss over anything, providing detailed mathematical derivations of how things work.

Unfortunately, the math is so heavy that unless you're already pretty familiar with the subject matter, you'll probably have a hard time with the book. Therefore, I think that the target audience is much smaller that the group that would be attracted by the title.

If you're involved in game engine development or just want to deepen your knowledge, I think you'll appreciate the fact that the author doesn't pull any punches. Otherwise, you'll probably be more interested in the author's new book 3D Game Engine Architecture, which was recently released.
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14 of 15 people found the following review helpful
5.0 out of 5 stars Excellent reference, not a tutorial March 30, 2002
Format:Hardcover
This is an extremely thorough text and covers a wide variety of topics in a fairly detailed manner. The book is sort of a survey or "toolkit" of game and graphics engine techniques. it is unlikely that in writing a single game you will use everything in this book - but having the exposure to the numerous topics he dicsusses is good.
As others have noted, he's "heavy on the math." For me, this is a good thing, since I intend to use the book as a reference, not as a primer. While he is "heavy on the math" he is "light on the diagrams," really the only negative about this book at all.
I found the coverage of intersection and collision tests, and the section on numerical methods in the end, both to be especially good compared to other books.
In general, this book is an excellent reference for experienced readers, not a how-to for beginners. Very thorough, well written. The book feels academic and authoritative - however, the author has the in-the-trenches experience which lends him creditibility. Once you know the basics, this book is a must-have reference book.
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Most Recent Customer Reviews
4.0 out of 5 stars rare good read in game dev
If you are designing an engine you need this book. Yes things have changed greatly in graphics but It offers insight on the thought behind a real working engine. Not just theory. Read more
Published 3 months ago by Travis
3.0 out of 5 stars No Design Here, Only Math. Kindle e-book Has Errors in Equations.
3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics by David H. Eberly was an quite a read, at slightly over 1,000 pages. Read more
Published 5 months ago by A. M. Hernandez
4.0 out of 5 stars bought it for my son
book came as if it's still brand new. original owner kept it nice and clean for resale, still very useful, according to my kid.if that;s the case, then i'm happy for him. Read more
Published 6 months ago by Jing Garcia
5.0 out of 5 stars Excellent overview that touches most everything
As a grad student in computer game programming, this book is fantastic. It does its best to touch on everything involved in a game engine, and while your own engine may ultimately... Read more
Published 16 months ago by philipb
5.0 out of 5 stars Brilliant Book, Brilliant Author
This book is fantastic. It is my goto book for just about anything related to games. It gives you an understanding of how things work, which enables you to apply your knowledge... Read more
Published on May 30, 2012 by Rob
4.0 out of 5 stars Pretty good
This book comes with the author's own 3d engine, and the book itself is like extremely detailed documentation about how the engine is put together and why. Read more
Published on September 25, 2010 by Reza Nourai
4.0 out of 5 stars robertsjchen
Trust me, this is the book you are finding everywhere if you interesting 3D game designing and have enough mathematics background. it worth to read page by page. ---Chen ShanJun
Published on September 18, 2010 by robertsjchen
5.0 out of 5 stars A thousand pages of pure knowledge!
I began to read this book as soon as I got it, and was amazed instantly. Although I would suggest to first read 3D Math Primer and then get into this book. Read more
Published on December 22, 2009 by German Battiston
2.0 out of 5 stars A deceptively titled mathmatical exercise
Identical to the First Edition of this book, the title would have programmers to assume that this text would lead them to designing a game engine; nothing could be further from the... Read more
Published on December 19, 2009 by Cary McDonald
5.0 out of 5 stars Everything you need, and then some
This book gives you an excellent foundation upon which you can begin building a game engine. It covers all of the essentials (matrix algebra through artificial intelligence)... Read more
Published on November 24, 2007 by Josiah D. Haswell
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More About the Author

You can read the dry details about who I am on the back cover of any of my books. After a 3-year stay at a company in Redmond WA, I am back to running Geometric Tools and writing books. The latest is "GPGPU Programming for Games and Science", scheduled for publication in August 2014. The Wild Magic 5 source code base is about to be retired, and this next book introduces a new code base (DirectX 11.x, currently implementing OpenGL 4.x with compute shaders).

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