3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (Hardcover)

David Eberly -

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Game Developer Front Line Finalist '01 3D Game Engine Design was chosen as a finalist for Game Developer magazine's Front Line Awards for 2001. The book was selected by the Front Line Awards judging panel, comprised of experienced professional game developers working closely with the editorial staff. These industry experts have recognized this book as a useful tool for game development, and its nomination is an acknowledgement from the most experienced professionals in interactive entertainment.


"Virtually all the books on building 3D game engines cover the basics: here's a polygon, here's a transformation matrix, here's a perspective projection, and so on. The problem is that you can't make a professional quality game with just the basics. This leaves a large gap between you and your goal of creating a great game engine. With this book, Dave is launching a huge boulder into the gap, helping you scamper to your destination."

-- Eric Yiskis Lead Programmer, Oddworld Inhabitants

3D Game Engine Design is the first book to go beyond basic descriptions of algorithms and accurately demonstrate the complex engineering process required to design and build a real-time graphics engine to support physical realism. Faster algorithms will always win out over faster processors and assembly-language optimization techniques. Implementing those algorithms, however, can be a challenge for even experienced programmers. This book provides rigorous explanations and derivations of all the essential concepts and techniques. Ideas are revealed step by step with numerous code examples and illustrations. Source code implementations are included on the companion CD-ROM to help you understand the full progression from idea, to algorithm, to working code. Since algorithms are not used in isolation, the source code for a complete engine is provided to bring crucial context to the implementations. This book and CD-ROM offer the most comprehensive professional reference available for the development of 3D game engines.

Features

  • Designed for professionals working in game development, simulation, scientific visualization, or virtual worlds.
  • Written by a respected game engineer and designer of a leading commercial game engine.
  • Thoroughly describes the algorithms-fully implemented in working code-that are the key to writing the fastest, most efficient code possible.
  • Provides source code for Windows 95/98/NT/2000, Linux/Unix, and Macintosh platforms.
About the software:
Includes a CD-ROM with C++ source code implementations of all the algorithms covered in the text as well as source code for a complete game engine. Updates for the engine, new ports (such as for the Macintosh), FAQs, and additional material on real-time graphics can be found at WildMagic http://www.wild-magic.com. The renderer layer of the engine is abstract and can work with whichever API is desired. An OpenGL-based renderer, DirectX8 (Direct3D), and a GLUT-based hardware renderer for either Windows or Linux, are included.

Platforms:

  1. Microsoft Windows 95/98/NT/2000 on a PC
    • Compilers = {Microsoft Visual C++ 6.0 SP5}
    • Renderers = {GLUT-based OpenGL, Windows-based OpenGL, DirectX8}
    • Application layers = {GLUT-based, Windows-based}
  2. Red Hat Linux 7.x on a PC
    • Compilers = {g++ (latest version)}
    • Renderers = {GLUT-based OpenGL}
    • Application layers = {GLUT-based}
  3. Mac OS 9.1/10.1 on a PowerMac G4
    • Compilers = {CodeWarrior 7.0}
    • Renderers = {GLUT-based OpenGL, Apple-based OpenGL}
    • Application layers = {GLUT-based, Apple-based}
  4. SGI IRIX (Only the "free" source has been tested, not the game engine source)
    • Compilers = {SGI MipsPro CC 7.2.x}
License:
Source code for 3D Game Engine Design is used by many companies and organizations for product development and research. Copies of the licenses for commercial and non-commercial use of the source code are available for download at:
http://www.magic-software.com/License/3DGameEngine.pdf

Authors:

Dave Eberly is the President of Magic Software, Inc. (www.magic-software.com), a company known for its Web site that offers free source code and documentation 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 B.A. degree in mathematics from Bloomsburg University, M.S. and Ph.D. degrees in mathematics from the University of Colorado at Boulder, and M.S. and Ph.D. degrees in computer science from the University of North Carolina at Chapel Hill. Dave is series editor for the Morgan Kaufmann Series in Interactive 3D Technology. He is also co-author with Philip Schneider of the forthcoming Geometry Tools for Computer Graphics (August 2002), and author of Game Physics (December 2002), both to be published by Morgan Kaufmann.

Table of Contents:

Web-Enhanced:

Sample Chapters
The Introduction
Chapter 4 part 1
Chapter 4 part 2

Educator Materials for Game Engine Design courses

Course notes prepared by Dave Eberly for his Game Engine Design course taught at the University of North Carolina at Chapel Hill are available:

1. GameEngineSlides.pdf (The course materials.)
2. MethodOfSeparatingAxes.pdf (Supplemental materials not found in the book.)
3. PolylineReduction.pdf (Supplemental materials not found in the book.)
4. GameEngineSlides.zip (All the LaTeX source, PNG images, and PDF files for customization.)

A postmortem written by a group of Dave Eberly's students from his Game Engine Design course at UNC-Chapel Hill can be found at: http://www.gamasutra.com/features/20011109/whoopass_pfv.htm

Related Titles:

Software Engineering & Programming
Computer Graphics & Geometric Modeling


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Game Developer Front Line Finalist

3D遊戲引擎設計被選為2001年《Game Developer》雜誌的Front Line Awards的入圍作品。該書由Front Line Awards評審團選出,該評審團由經驗豐富的專業遊戲開發人員與編輯部密切合作組成。這些行業專家認為這本書對遊戲開發是一個有用的工具,它的提名是對互動娛樂領域最有經驗的專業人士的認可。




'幾乎所有關於建立3D遊戲引擎的書籍都涵蓋了基礎知識:這是一個多邊形,這是一個變換矩陣,這是一個透視投影等等。問題是,只有基礎知識是無法製作出專業品質的遊戲的。這在您和創建一個偉大的遊戲引擎之間留下了一個巨大的差距。通過這本書,Dave將一個巨大的巨石投入到這個差距中,幫助您快速到達目的地。'

-- Eric Yiskis 首席程序員,Oddworld Inhabitants


3D遊戲引擎設計是第一本超越基本算法描述並準確展示設計和構建實時圖形引擎以支持物理真實感所需的複雜工程過程的書籍。更快的算法總是優於更快的處理器和組合語言優化技術。然而,即使對於有經驗的程序員來說,實現這些算法也可能是一個挑戰。本書提供了所有基本概念和技術的嚴格解釋和推導。這些想法逐步揭示,並附有大量的代碼示例和插圖。附帶的CD-ROM中包含源代碼實現,以幫助您理解從想法到算法再到工作代碼的完整過程。由於算法不是孤立使用的,因此提供了一個完整引擎的源代碼,以為實現提供關鍵上下文。本書和CD-ROM提供了最全面的專業參考,適用於3D遊戲引擎的開發。


特點


  • 專為從事遊戲開發、模擬、科學可視化或虛擬世界的專業人士設計。

  • 由受尊敬的遊戲工程師和領先商業遊戲引擎的設計師撰寫。

  • 詳細描述了算法-完全在工作代碼中實現-這些算法是編寫最快、最高效代碼的關鍵。

  • 提供Windows 95/98/NT/2000、Linux/Unix和Macintosh平台的源代碼。

關於軟件:

包括一個CD-ROM,其中包含所有在文本中涵蓋的算法的C++源代碼實現,以及一個完整遊戲引擎的源代碼。引擎的渲染層是抽象的,可以與所需的任何API一起使用。包括基於OpenGL的渲染器、DirectX8(Direct3D)和基於GLUT的硬件渲染器,可用於Windows或Linux。


平台:


  1. PC上的Microsoft Windows 95/98/NT/2000

    • 編譯器 = {Microsoft Visual C++ 6.0 SP5}

    • 渲染器 = {基於GLUT的OpenGL,基於Windows的OpenGL,DirectX8}

    • 應用層 = {基於GLUT,基於Windows}


  2. PC上的Red Hat Linux 7.x

    • 編譯器 = {g++(最新版本)}