3D Game Engine Architecture

王朝other·作者佚名  2006-01-09
窄屏简体版  字體: |||超大  

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 walkthrough 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 CDROM. Wild Magic

is a commercial-quality game engine used by many companies and is a unique resource for the game development

community.

gamedev开放了第三章节的下载

http://downloads.gamedev.net/pdf/Eberly-3.pdf

 
 
 
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