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The 3D Game Engine Architecture
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The 3D Game Engine Architecture

The 3D Game Engine Architecture

Engineering Real-Time Applications with Wild Magic

David H. Eberly - Collection Interactive 3D Technology

740 pages, parution le 27/01/2005

Résumé

Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation. Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community.

  • CD-ROM with the complete C++ source code for Wild Magic version 3, a commercial-quality game engine for Windows, Linux, and OS X.
  • A comprehensive, practical guide to all the steps necessary to build professional-quality real-time simulations with just minimal mathematics required.
  • Emphasizes the application of software engineering principles and describes the architecture of large libraries.

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

  • Introduction
  • Core Systems
  • Scene Graphs and Renderers
  • Advanced Scene Graph Topics
  • Advanced Rendering Topics
  • Collision Detection
  • Physics
  • Applications
  • Appendix A Coding Conventions
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Caractéristiques techniques

  PAPIER
Éditeur(s) Morgan Kaufmann
Auteur(s) David H. Eberly
Collection Interactive 3D Technology
Parution 27/01/2005
Nb. de pages 740
Format 20 x 24
Couverture Relié
Poids 1720g
Intérieur Quadri
EAN13 9780122290640
ISBN13 978-0-12-229064-0

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