3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (Morgan Kaufmann Series in Interactive 3D Technology) by CRC Press

Price: $94.95 $44.95
Product prices and availability are accurate as of 2018-02-21 07:45:03 UTC and are subject to change. Any price and availability information displayed on http://www.amazon.com/ at the time of purchase will apply to the purchase of this product.
You Save: $50.00 (53%)
Availability: In Stock
Add to Cart
Usually ships in 1-2 business days
CERTAIN CONTENT THAT APPEARS ON THIS SITE COMES FROM AMAZON SERVICES LLC. THIS CONTENT IS PROVIDED 'AS IS' AND IS SUBJECT TO CHANGE OR REMOVAL AT ANY TIME.

Product Description

All Top Info Graphics are delighted to stock the brilliant 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (Morgan Kaufmann Series in Interactive 3D Technology).

With so many on offer recently, it is good to have a name you can trust. The 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (Morgan Kaufmann Series in Interactive 3D Technology) is certainly that and will be a superb acquisition.

For this great price, the 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (Morgan Kaufmann Series in Interactive 3D Technology) is widely recommended and is a regular choice for lots of people. CRC Press have added some excellent touches and this means good value.

Manufacturer 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 this 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 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.

Write a Review

Subscribe to Our Newsletter

Stay up to date with the latest graphics information, tips and resources.

We hate spam too! Your email address is safe with us.