• 3D game engine design[electronic resource] :a practical approach to real-time computer graphics /
  • 紀錄類型: 書目-語言資料,印刷品 : Monograph/item
    杜威分類號: 006.693
    書名/作者: 3D game engine design : a practical approach to real-time computer graphics // David H. Eberly.
    作者: Eberly, David H.
    出版者: Amsterdam ; : Elsevier Morgan Kaufmann,, c2007.
    面頁冊數: xxii, 1018 p. : : ill. (some col.) ;; 25 cm. + + 1 CD-ROM (4 3/4 in.)
    附註: CD-ROM contains project files for Microsoft Visual Studio (6.0, 7.0, 7.1, 8.0), project files for Apple's Xcode 2.3, and makefiles for Linux.--P. [4] of cover.
    標題: Computer graphics.
    標題: Computer games - Programming.
    標題: Real-time data processing.
    標題: Three-dimensional display systems.
    標題: Jogos de computador.
    標題: Computa�c�ao gr�afica.
    標題: Hiperm�idia.
    ISBN: 9780122290633
    ISBN: 0122290631
    書目註: Includes bibliographical references (p. 973-979) and index.
    內容註: Preface; 1 Introduction; 2 The Graphics System; 3 Renderers; 4 Special Effects Using Shaders; 5 Scene Graphs; 6 Scene Graph Compilers; 7 Memory Management; 8 Controller-Based Animation; 9 Spatial Sorting; 10 Level of Detail; 11 Terrain; 12 Collision Detection; 13 Physics; 14 Object-Oriented Infrastructure; 15 Mathematical Topics; Bibliography; Index.
    摘要、提要註: 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.
    電子資源: An electronic book accessible through the World Wide Web; click for information
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