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3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology)
 
 

3D Game Engine Design, Second Edition: 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: ¥ 6,560 通常配送無料 詳細
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3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) + Mathematics for 3D Game Programming and Computer Graphics
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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.

* 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.

Book 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.

Audience: Professionals or students working in game development, simulation, scientific visualization, or virtual worlds.

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1 人中、1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。
Pretty good 2010/9/26
By Reza Nourai - (Amazon.com)
形式:ハードカバー|Amazonが確認した購入
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.
1 人中、1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。
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.
Brilliant Book, Brilliant Author 2012/5/30
By Rob - (Amazon.com)
形式:ハードカバー
This book is fantastic. It is my goto book for just about anything related to games. It gives you an understanding of how things work, which enables you to apply your knowledge elsewhere. Those who are giving 2 star ratings just simply don't understand math, and should therefore leave the programming industry. They are not qualified to write game code or any other code.

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