3D Game Engine Design - David H. Eberly - 2ème édition - Librairie Eyrolles
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3D Game Engine Design

3D Game Engine Design

A Practical Approach to Real-Time Computer Graphics

David H. Eberly - Collection Interactive 3D Technology

1018 pages, parution le 01/12/2006 (2eme édition)

Résumé

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.

L'auteur - David H. Eberly

David Eberly: Magic Software, Inc., Chapel Hill, North Carolina, U.S.A.

Dave Eberly is the president of Magic Software, Inc. (www.magic-software.com), a company that specializes in software development for computer graphics, image analysis, and numerical methods. Previously, he was the director of engineering at Numerical Design Limited, the company responsible for the real-time 3D game engine, NetImmerse. His background includes a BA in mathematics from Bloomsburg University, MS and PhD degrees in mathematics from the University of Colorado at Boulder, and MS and PhD degrees in computer science from the University of North Carolina at Chapel Hill. Dave is author of 3D Game Engine Design (2001), 3D Game Engine Architecture (2005), Game Physics (2004), and (with Philip Schneider) Geometric Tools for Computer Graphics (2003).

Sommaire

  • Preface
  • Introduction
  • The Graphics System
  • Renderers
  • Special Effects Using Shaders
  • Scene Graphs
  • Scene Graph Compilers
  • Memory Management
  • Controller-Based Animation
  • Spatial Sorting
  • Level of Detail
  • Terrain
  • Collision Detection
  • Physics
  • Object-Oriented Infrastructure
  • Mathematical Topics
  • Bibliography
  • Index
Voir tout
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Caractéristiques techniques

  PAPIER
Éditeur(s) Morgan Kaufmann
Auteur(s) David H. Eberly
Collection Interactive 3D Technology
Parution 01/12/2006
Édition  2eme édition
Nb. de pages 1018
Format 20 x 24
Couverture Relié
Poids 2355g
Intérieur Quadri
EAN13 9780122290633
ISBN13 978-0-12-229063-3

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