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

David H. Eberly (Author)
4.0 out of 5 stars  See all reviews (7 customer reviews)

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Book Description

November 17, 2006 0122290631 978-0122290633 2
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.

Frequently Bought Together

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 + Real-Time Rendering, Third Edition
Price For All Three: $182.82

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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

  • Hardcover: 1040 pages
  • Publisher: Morgan Kaufmann; 2 edition (November 17, 2006)
  • Language: English
  • ISBN-10: 0122290631
  • ISBN-13: 978-0122290633
  • Product Dimensions: 9.5 x 7.8 x 2 inches
  • Shipping Weight: 5.1 pounds (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (7 customer reviews)
  • Amazon Best Sellers Rank: #441,595 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

7 Reviews
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1 of 1 people found the following review helpful:
4.0 out of 5 stars Pretty good, September 25, 2010
Amazon Verified Purchase(What's this?)
This review is from: 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) (Hardcover)
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. This is both a good thing and a bad.

The good part is that he walks through the entire engine, piece by piece, and explains in detail how it works and why it was built that way.

The bad part is that in some sections, you get a very narrow view of how to build that piece of the engine. There are many alternative ways to do some of these things, and they're not explored as much.

Overall though, I find the book very good.
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1 of 1 people found the following review helpful:
5.0 out of 5 stars Everything you need, and then some, November 24, 2007
This review is from: 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) (Hardcover)
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) wonderfully. It isn't so much a cookbook that will show you, step-by-step how to build a game engine, it gives you all of the tools to do so though.
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4.0 out of 5 stars robertsjchen, September 18, 2010
Amazon Verified Purchase(What's this?)
This review is from: 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) (Hardcover)
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
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