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.
|The Graphics System|
|Special Effects Using Shaders|
|Scene Graph Compilers|
|Level of Detail|
|Table of Contents provided by Publisher. All Rights Reserved.|
Series: Morgan Kaufmann Series in Interactive 3D Technology
Format: Book with Other Items
Number Of Pages: 1018
Published: 1st November 2006
Publisher: FOCAL PR
Country of Publication: US
Dimensions (cm): 24.08 x 19.81 x 5.18
Weight (kg): 2.46
Edition Number: 2
Edition Type: New edition