Description

Book Synopsis

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 physicsâall challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to

Table of Contents
Preface; 1 Introduction; 2 The Graphics System; 3 Renderers; 4 Special Effects Using Shaders; 5 Scene Graphs; 6 Scene Graph Compilers; 7 Memory Management; 8 Controller-Based Animation; 9 Spatial Sorting; 10 Level of Detail; 11 Terrain; 12 Collision Detection; 13 Physics; 14 Object-Oriented Infrastructure; 15 Mathematical Topics; Bibliography; Index

3D Game Engine Design

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    £92.14

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    RRP £96.99 – you save £4.85 (5%)

    Order before 4pm today for delivery by Fri 12 Jun 2026.

    A Hardback by David Eberly

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      View other formats and editions of 3D Game Engine Design by David Eberly

      Publisher: CRC Press
      Publication Date: 11/3/2006 12:00:00 AM
      ISBN13: 9780122290633, 978-0122290633
      ISBN10: 0122290631

      Description

      Book Synopsis

      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 physicsâall challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to

      Table of Contents
      Preface; 1 Introduction; 2 The Graphics System; 3 Renderers; 4 Special Effects Using Shaders; 5 Scene Graphs; 6 Scene Graph Compilers; 7 Memory Management; 8 Controller-Based Animation; 9 Spatial Sorting; 10 Level of Detail; 11 Terrain; 12 Collision Detection; 13 Physics; 14 Object-Oriented Infrastructure; 15 Mathematical Topics; Bibliography; Index

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