3d Game Engine Programming
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Author | : David Eberly |
Publisher | : CRC Press |
Total Pages | : 1008 |
Release | : 2006-11-03 |
Genre | : Art |
ISBN | : 1482267306 |
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.
Author | : Brian Hook |
Publisher | : Wiley |
Total Pages | : 0 |
Release | : 1995-07-06 |
Genre | : Computers |
ISBN | : 9780471123262 |
Everything you need to create your own 3D game engine Most game programming books hand you a finished game engine and then tell you how to add on a few features, so you're locked into someone else's design from the beginning. But why compromise? This book shows you how to build your own custom engine from scratch using AST3D, a powerful 3D graphics library that's included on the disk. Now you can build the game you want, and you'll never have to pay a licensing fee again. This book/disk set, written by professional game programmer Brian Hook, gives all the technical details, shortcuts, and tricks of the trade he had to learn the hard way. Find out how to: Design and develop games like the professionals Create real-time 3D graphics games Implement collision and boundary detection Create "intelligent" entities using AI algorithms Disk includes: AST3D, a C++ library specifically designed for 3D game programming Source code for Borland and Watcom C++ compilers An original 3D game engine you can use to create your own games
Author | : Kenneth C. Finney |
Publisher | : Cengage Learning |
Total Pages | : 1152 |
Release | : 2012-12-03 |
Genre | : Computers |
ISBN | : 9781435457447 |
3D GAME PROGRAMMING ALL IN ONE, THIRD EDITION is perfect for anyone interested in learning the skills and processes involved in making 3D games. This new edition of the bestselling book shows you how to design and create every aspect of a fully featured game using the Torque 3D game engine. Starting with an introduction to game programming, this comprehensive book provides an overview of the gaming industry, game engines, programming, 3D concepts, texturing and modeling, and even audio engineering. After all the techniques are presented, you will use your new skills and the material on the DVD to create a game. The DVD contains everything you need to create a complete game, including all of the TorqueScript source code in sample and final form, the Torque 3D Tools Demo game engine, MilkShape 3D for 3D player and item modeling, The Gimp 2 for texture and image manipulation, Audacity for sound editing and recording, UVMapper for performing UV unwrapping tasks, and Torsion, the Integrated Development Environment tool for TorqueScript code.
Author | : Eric Lengyel |
Publisher | : |
Total Pages | : |
Release | : 2021-11-22 |
Genre | : |
ISBN | : |
Author | : Fabien Sanglard |
Publisher | : Software Wizards |
Total Pages | : 432 |
Release | : |
Genre | : Computers |
ISBN | : |
It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.
Author | : Kenneth C. Finney |
Publisher | : Muska/Lipman |
Total Pages | : 1085 |
Release | : 2007 |
Genre | : Games |
ISBN | : 9781598632668 |
Are you an aspiring game developer with a great idea, but no practical knowledge for turning that idea into reality? 3D Game Programming All in One is the comprehensive guide you need! This new edition updates the original coverage with the latest version of Torque from GarageGames, and provides the very best tools available to the Indie game maker. This hands-on book not only teaches the technical skills behind 3D game programming, but also provides you with the practical experience you need to create your own games. As you create a first-person shooter, you'll cover the techniques behind the programming, textures, and models that go into successful game creation. You'll also cover the Torque Engine and will learn how to integrate sound and music into your game. 3D Game Programming All in One provides you with the training, experience, and tools you need to turn your dreams of game creation into reality!
Author | : JungHyun Han |
Publisher | : CRC Press |
Total Pages | : 325 |
Release | : 2011-02-17 |
Genre | : Computers |
ISBN | : 1439827389 |
Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experie
Author | : Kenneth C. Finney |
Publisher | : Course Technology |
Total Pages | : 620 |
Release | : 2005 |
Genre | : Computers |
ISBN | : |
Covers 3D game programming, art and design. Written for intermediate to advanced level game programmers, this book uses the Torque Game Engine to show readers how they can create their own high quality games. This book focuses on how to use a game engine to maximum effect, revealing and explaining the inner workings of the Torque Game Engine.
Author | : Fletcher Dunn |
Publisher | : CRC Press |
Total Pages | : 848 |
Release | : 2011-11-02 |
Genre | : Computers |
ISBN | : 1568817231 |
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
Author | : Sue Blackman |
Publisher | : Apress |
Total Pages | : 985 |
Release | : 2011-08-18 |
Genre | : Computers |
ISBN | : 1430234237 |
Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.