Would you like to see this page in English? Click here.


または
1-Clickで注文する場合は、サインインをしてください。
こちらからも買えますよ
この商品をお持ちですか? マーケットプレイスに出品する
3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3d Technology)
 
 
Kindle化リクエスト
このタイトルのKindle化をご希望の場合、こちらをクリックしてください。

Kindle をお持ちでない場合、こちらから購入いただけます。 Kindle 無料アプリのダウンロードはこちら

3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3d Technology) [ハードカバー]

David H. Eberly

価格: ¥ 8,505 通常配送無料 詳細
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
通常2~3週間以内に発送します。 在庫状況について
この商品は、Amazon.co.jp が販売、発送します。 ギフトラッピングを利用できます。
多読の一助に
英語学習にぴったり、10万冊以上の中から自分のレベルに合った洋書が探せる「英語 難易度別リーディングガイド」 がオープン!

会員なら、この商品は10%Amazonポイント還元 (ポイントが表示されている場合は、表示ポイント+10%還元)。

キャンペーンおよび追加情報


この商品をチェックした人はこんな商品もチェックしています


商品の説明

内容説明

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.

Book Description

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 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. 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 for 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.

登録情報


この本のなか見!検索より (詳細はこちら
この本のサンプルページを閲覧する
おもて表紙 | 著作権 | 目次 | 抜粋 | 索引
この本の中身を閲覧する:

カスタマーレビュー

Amazon.co.jp にはまだカスタマーレビューはありません
星5つ
星4つ
星3つ
星2つ
星1つ
Amazon.com で最も参考になったカスタマーレビュー (beta)
Amazon.com: 5つ星のうち 4.0  7件のカスタマーレビュー
3 人中、3人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 4.0 Pretty good 2010/9/26
By Reza Nourai - (Amazon.com)
形式:ハードカバー|Amazon.co.jpで購入済み
This book comes with the author's own 3d engine, and the book itself is like extremely detailed documentation about how the engine is put together and why. This is both a good thing and a bad.

The good part is that he walks through the entire engine, piece by piece, and explains in detail how it works and why it was built that way.

The bad part is that in some sections, you get a very narrow view of how to build that piece of the engine. There are many alternative ways to do some of these things, and they're not explored as much.

Overall though, I find the book very good.
3 人中、3人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 5.0 Everything you need, and then some 2007/11/24
By Josiah D. Haswell - (Amazon.com)
形式:ハードカバー
This book gives you an excellent foundation upon which you can begin building a game engine. It covers all of the essentials (matrix algebra through artificial intelligence) wonderfully. It isn't so much a cookbook that will show you, step-by-step how to build a game engine, it gives you all of the tools to do so though.
5つ星のうち 5.0 A thousand pages of pure knowledge! 2009/12/23
By German Battiston - (Amazon.com)
形式:ハードカバー|Amazon.co.jpで購入済み
I began to read this book as soon as I got it, and was amazed instantly. Although I would suggest to first read 3D Math Primer and then get into this book. Because It's way to technichal and mathematicaly oriented. Lots of heavy words.

But it's a title that you MUST have, definitely.
これらのレビューは参考になりましたか?   ご意見はクチコミでお聞かせください。

クチコミ

クチコミは、商品やカテゴリー、トピックについて他のお客様と語り合う場です。お買いものに役立つ情報交換ができます。
この商品のクチコミ一覧
内容・タイトル 返答 最新の投稿
まだクチコミはありません

複数のお客様との意見交換を通じて、お買い物にお役立てください。
新しいクチコミを作成する
タイトル:
最初の投稿:
サインインが必要です
 

クチコミを検索
すべてのクチコミを検索
   


リストマニア

リストを作成

関連商品を探す


フィードバック


Amazon.co.jpのプライバシー ステートメント Amazon.co.jpの発送情報 Amazon.co.jpでの返品と交換