If you're trying to find examples of 3D vector operations (dot and cross products, especially) that keep the interest of a mixed class of 18-25 year olds, this book is a fantastic source. If you're approaching the topic from the point of view of a programmer, trying to acquire the necessary math, i
3D Game Engine Programming (Game Development Series)
β Scribed by Stefan Zerbst, Oliver Duvel
- Publisher
- Course Technology PTR
- Year
- 2004
- Tongue
- English
- Leaves
- 896
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
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.
β¦ Table of Contents
Acknowledgements
......Page 6
About the Authors
......Page 8
About the Series Editor
......Page 9
Letter from the Series Editor
......Page 10
Table of Contents
......Page 11
Part 1: Introduction to the Topics
......Page 33
Chp 1: 3D Engines and Game Programming
......Page 35
Chp 2: Designing the Engine
......Page 63
Chp 3: Engineering the Engine
......Page 73
Chp 4: Fast 3D Calculus
......Page 123
Part 2: Rendering Graphics......Page 219
Chp 5: Materials, Textures, and Transparency
......Page 221
Chp 6: The Render Device of the Engine
......Page 267
Chp 7: 3D Pipelines and Shaders
......Page 367
Chp 8: Loading and Animating 3D Models
......Page 419
Part 3: Support Modules for the Engine......Page 477
Chp 9: The Input Interface of the Engine
......Page 479
Chp 10: The Audio Interface of the Engine
......Page 515
Chp 11: The Network Interface of the Engine
......Page 535
Chp 12: Timing and Movement in the Engine
......Page 601
Part 4: Black Art of Game Progamming
......Page 697
Chp 14: CAD Tools
......Page 699
Chp 15: Deathmatch Shooter
......Page 819
Epilogue
......Page 875
Index
......Page 877
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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
Developing your own 3D game engine can be a demanding task. If you?re up for the challenge, then "3D Game Engine Programming" is ready to take you through each step. All you need to begin is a working knowledge of C or C++and basic knowledge of the DirectX and Direct3D interfaces. With these skills
Our teacher told us this book was to be used in some of our other classes so saving $$ a plus.
Our teacher told us this book was to be used in some of our other classes so saving $$ a plus.
An ever-growing number of gamers want to make the leap from merely playing games to actually creating their own games. This book takes them through the process step-by-step. It provides the instruction, examples, development principles, and, perhaps most importantly, the actual tools needed to creat