Table of contents

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    Front Matter

    Copyright

    Trademarks

    About the Author

    Preface

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    Chapter 1 - Introduction

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    Chapter 2 - The Graphics System

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    Chapter 3 - Renderers

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    Chapter 4 - Scene Graphs

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    Chapter 5 - Controller-Based Animation

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    Chapter 6 - Spatial Sorting

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    Chapter 7 - Level of Detail

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    Chapter 8 - Collision Detection

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    Chapter 9 - Physics

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    Chapter 10 - Standard Objects

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    Chapter 11 - Curves

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    Chapter 12 - Surfaces

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    Chapter 13 - Containment Methods

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    Chapter 14 - Distance Methods

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    Chapter 15 - Intersection Methods

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    Chapter 16 - Numerical Methods

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    Chapter 17 - Rotations

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    Chapter 18 - Object-Oriented Infrastructure

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    Chapter 19 - Memory Management

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    Chapter 20 - Special Effects Using Shaders

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    Appendix - Creating a Shader in Wild Magic

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    References

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    Index

About the book

Publisher's Note: Transferred to Taylor & Francis as of 2012

Description

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.

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.

Key Features

* 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.

* 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.

Details

Copyright

Copyright © 2007 Elsevier Inc. All rights reserved

Authors

David H. Eberly

Geometric Tools, Inc.