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3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (Morgan Kaufmann Series in Interactive 3D Technology) 2nd Edition
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The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer.
In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this 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. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion.
As with the first edition, one of the most valuable features of this book is the inclusion of 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. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.
- ISBN-100122290631
- ISBN-13978-0122290633
- Edition2nd
- PublisherCRC Press
- Publication dateNovember 3, 2006
- LanguageEnglish
- Dimensions10 x 7.01 x 2.2 inches
- Print length1040 pages
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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
- Publisher : CRC Press; 2nd edition (November 3, 2006)
- Language : English
- Hardcover : 1040 pages
- ISBN-10 : 0122290631
- ISBN-13 : 978-0122290633
- Item Weight : 4.97 pounds
- Dimensions : 10 x 7.01 x 2.2 inches
- Best Sellers Rank: #2,363,227 in Books (See Top 100 in Books)
- #192 in 3D Graphic Design
- #961 in Digital Art
- #1,539 in Game Programming
- Customer Reviews:
About the author

I maintain the Geometric Tools website (https://www.geometrictools.com) providing freely downloadable source code, much of it motivated by my time spent in the 3D video game industry working on game engines and games. Some source code is based on algorithms I have worked on for contracting, and other portions are based on requests from users themselves. I consider my active field to be Computational Mathematics, because I like mathematics and I like computing. The algorithms and ideas are not new, but I have focused on robustness for computing mathematics when using floating-point arithmetic.
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Just take a look at Chapter 2. It covers the algebra behind culling, clipping, and rasterizing, something that you're almost certainly not going to touch in your own career (unless you're building your own software renderer or designing a chip that does the work in hardware, it's something that OpenGL and DirectX handle for you). Yet I'm thrilled that I have a book I can go to that will go over the techniques - why would you want to get into computer graphics and NOT understand this material?
The book just goes on and on, hundreds of pages that will introduce you to the basic (and not so basic) topics of game engine development, and leave you with a complete engine that you can refer to in order to see how it would actually operate in a program.
If I have any complaint about the book - and honestly, I think it's an unfair one - it covers DirectX 9 and old-school OpenGL. To be more specific, the engine and book are designed around a fixed-function pipeline, whereas the industry has moved on to programmable pipelines. I say this is an unfair complaint because it was released in 2006, and was state of the art when it was released, so what do you expect? Technology moves on, but the fixed-function pipeline is perfectly fine for all but the AAA titles in the game industry, and you STILL get to learn how a graphics pipeline works.
(If you want a good book on how to go from fixed-function to programmable states of mind, check out Graphics Shaders: Theory and Practice by Mike Bailey. Chapter 1 teaches fixed-function with programmable-pipeline in mind, and then moves on to the programmable stuff. It would be a great shift in mentality after you finish this book.)
If you're a go-getter and you're studying modern DirectX or OpenGL, then you probably won't have too much difficulty following along. I applaud Mr. Eberly for his recent announcement on his website that he is doing what he can to update the engine and bring it into the programmable pipeline world. Indeed, a 3rd edition of this book, covering DX11 and OGL 3.x+ would be the dominant force in a difficult subject matter.
Oh, and Mr. Eberly, your website seems to make a little joke about crowd-funding the new book. I would like to think in a perfect world that a Kickstarter fund would be just the thing to see a 3rd edition come to pass. I hope you are seriously considering it!
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.
Imagine you walk into a restaurant and sit down with a friend. After several minutes of thought, you decide to order a steak. The waiter comes, takes your order, and about 15 minutes later returns with a plate. Except when you go to eat, you realize he has brought you a grilled chicken instead. It’s not that grilled chicken tastes bad, it’s just not what you ordered. I feel the same way about this book. The title says: 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics, however there is very little to no design in the book, it’s not very practical, and there is not much coverage of computer graphics itself.
But at 1,000+ pages there must be some information in there, and indeed there is. However, it is almost 99% math. I don’t have a problem with math. What I do have a problem with is pages and pages of mathematical proofs, when an explanation of an algorithm would have sufficed. The math is just really heavy, and made even harder to follow due to formatting errors on the Kindle e-book. For example, some symbols would be replaced by squares, making them almost impossible to decipher. In addition, most of the equations and formula were images, but some were too small to read and difficult to click on. Again, making it hard to follow. For a technical book this is all but unacceptable, and makes it next to useless to base an implementation on. I found many times I was reading 2 or 3 pages into a proof and I just would forget what the formula was even calculating. It’s not that I am slow. I have read other 3D math books and had a good time. The explanations here are just somewhat lacking and dry.
The main gripe I have is that the design of a game engine is nowhere to be found. You would expect overviews of class structures, game loops, how to communicate between objects, event systems, scene graphs, encapsulation of graphical APIs, input abstraction, etc. Nope, not here. It’s not even until the end of the book, in chapter 18, that he even mentions OOP. Most of that chapter is general OOP concepts (that you expect anyone that made it that far into a book like this already knows) and at the end sub-chapter the author goes into some topics that I would consider game engine design focused.
Fine, but surely there is something to like. I will say that the coverage of certain aspects of core math of an engine were covered in-depth. Specifically, bounding volumes, collision/intersection detection, and distance testing were given good coverage. Just looking at the table of contents is deceiving because it appears that much more is covered. For example, there is a chapter on physics, yet it is only about 20 pages and is not very helpful at all. Only in the last chapter was really any graphical concepts covered and, again, it was brief and only scratched the surface.
I’m not sure what David Eberly, the author, is trying to do here. This is the second book of his I read, and I had the same complaints about that. The book was mislabeled and deceptive. Had he just titled it “Game Engine Mathematics” I would have been a lot happier. Granted, I may have purchased the book anyway, but at least I would have known what I was getting into. I wanted a design book, I purchased what I thought was a design book, and all I got were a bunch of mathematical proofs. Sorry, I am disappointed.
If you are looking do research on 3D math then there are better, more approachable, books out there. See 3D Math Primer for Graphics and Game Development, by Fletcher Dunn and Ian Parberry or Mathematics for 3D Game Programming and Computer Graphics, by Eric Lengyel. If you want a game engine design book then Game Engine Architecture by Jason Gregory has a great overview and 3D Game Engine Programming by Stefan Zerbst is better for implementation. Honestly, there could be more books in this field. Unfortunately, 3D Game Engine Design doesn’t fill it’s own shoes.
But it's a title that you MUST have, definitely.







