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Item Details
Title:
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3D GAME ENGINE DESIGN
A PRACTICAL APPROACH TO REAL-TIME COMPUTER GRAPHICS |
By: |
David H. Eberly |
Format: |
Hardback |

List price:
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£61.99 |
We currently do not stock this item, please contact the publisher directly for
further information.
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ISBN 10: |
1558605932 |
ISBN 13: |
9781558605930 |
Publisher: |
ELSEVIER SCIENCE & TECHNOLOGY |
Pub. date: |
22 September, 2000 |
Series: |
The Morgan Kaufmann Series in Interactive 3D Technology |
Pages: |
561 |
Description: |
Demonstrates the engineering process required to design and build a real-time graphics engine to support physical realism. This book provides explanations and derivations of various concepts and techniques. The companion CD-ROM includes the source code implementations to help you understand the progression from idea, to algorithm, to working code. |
Synopsis: |
Now considered an essential reference in the game industry, "3D Game Engine Design" is the first book to go beyond basic descriptions of algorithms and accurately demonstrate the complex engineering process required to design and build a real-time graphics engine to support physical realism. Faster algorithms will always win out over faster processors and assembly-language optimization techniques. Implementing those algorithms, however, can be a challenge for even experienced programmers. This book provides rigorous explanations and derivations of all the essential concepts and techniques. Ideas are revealed step by step with numerous code examples and illustrations. Source code implementations are included on the companion CD-ROM to help you understand the full progression from idea, to algorithm, to working code. Since algorithms are not used in isolation, the source code for a complete engine is provided to bring crucial context to the implementations. This book and CD-ROM offer the most comprehensive professional reference available for the development of 3D game engines.Designed for professionals working in game development, simulation, scientific visualization, or virtual worlds, it is written by a respected game engineer and designer of a leading commercial game engine. It thoroughly describes the algorithmsfully implemented in working codethat are the key to writing the fastest, most efficient code possible. It provides source code for Windows 95/98/NT/2000, Linux/Unix, and Macintosh platforms. |
Illustrations: |
Ill. |
Publication: |
US |
Imprint: |
Morgan Kaufmann Publishers In |
Returns: |
Non-returnable |
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