3D game engine design: a practical approach to real-time computer graphics
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Amsterdam
Elsevier Morgan Kaufmann
©2007
|
Ausgabe: | 2nd ed |
Schriftenreihe: | Morgan Kaufmann series in interactive 3D technology
|
Schlagworte: | |
Online-Zugang: | FAW01 Volltext |
Beschreibung: | 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 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 Includes bibliographical references (pages 973-979) and index |
Beschreibung: | xxii, 1018 pages |
ISBN: | 9780080917993 0080917992 9780122290633 0122290631 |
Internformat
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500 | |a 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 | ||
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Datensatz im Suchindex
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---|---|
any_adam_object | |
author | Eberly, David H. |
author_facet | Eberly, David H. |
author_role | aut |
author_sort | Eberly, David H. |
author_variant | d h e dh dhe |
building | Verbundindex |
bvnumber | BV044385626 |
collection | ZDB-33-ESD ZDB-33-EBS |
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dewey-full | 006.693 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.693 |
dewey-search | 006.693 |
dewey-sort | 16.693 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
edition | 2nd ed |
format | Electronic eBook |
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id | DE-604.BV044385626 |
illustrated | Not Illustrated |
indexdate | 2024-07-10T07:51:29Z |
institution | BVB |
isbn | 9780080917993 0080917992 9780122290633 0122290631 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029787847 |
oclc_num | 499054132 |
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owner | DE-1046 |
owner_facet | DE-1046 |
physical | xxii, 1018 pages |
psigel | ZDB-33-ESD ZDB-33-EBS ZDB-33-ESD FAW_PDA_ESD |
publishDate | 2007 |
publishDateSearch | 2007 |
publishDateSort | 2007 |
publisher | Elsevier Morgan Kaufmann |
record_format | marc |
series2 | Morgan Kaufmann series in interactive 3D technology |
spelling | Eberly, David H. Verfasser aut 3D game engine design a practical approach to real-time computer graphics David H. Eberly 2nd ed Amsterdam Elsevier Morgan Kaufmann ©2007 xxii, 1018 pages txt rdacontent c rdamedia cr rdacarrier Morgan Kaufmann series in interactive 3D technology 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 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 Includes bibliographical references (pages 973-979) and index COMPUTERS / Image Processing bisacsh COMPUTERS / Digital Media / Graphics Applications bisacsh PHOTOGRAPHY / Techniques / Digital bisacsh TECHNOLOGY & ENGINEERING / Imaging Systems bisacsh Computer games / Programming fast Computer graphics fast Real-time data processing fast Three-dimensional display systems fast Jogos de computador larpcal Computação gráfica larpcal Hipermídia larpcal Computer graphics Computer games Programming Real-time data processing Three-dimensional display systems Computerspiel (DE-588)4010457-6 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 s Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s 1\p DE-604 http://www.sciencedirect.com/science/book/9780122290633 Verlag URL des Erstveröffentlichers Volltext 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Eberly, David H. 3D game engine design a practical approach to real-time computer graphics COMPUTERS / Image Processing bisacsh COMPUTERS / Digital Media / Graphics Applications bisacsh PHOTOGRAPHY / Techniques / Digital bisacsh TECHNOLOGY & ENGINEERING / Imaging Systems bisacsh Computer games / Programming fast Computer graphics fast Real-time data processing fast Three-dimensional display systems fast Jogos de computador larpcal Computação gráfica larpcal Hipermídia larpcal Computer graphics Computer games Programming Real-time data processing Three-dimensional display systems Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4076370-5 (DE-588)4133691-4 |
title | 3D game engine design a practical approach to real-time computer graphics |
title_auth | 3D game engine design a practical approach to real-time computer graphics |
title_exact_search | 3D game engine design a practical approach to real-time computer graphics |
title_full | 3D game engine design a practical approach to real-time computer graphics David H. Eberly |
title_fullStr | 3D game engine design a practical approach to real-time computer graphics David H. Eberly |
title_full_unstemmed | 3D game engine design a practical approach to real-time computer graphics David H. Eberly |
title_short | 3D game engine design |
title_sort | 3d game engine design a practical approach to real time computer graphics |
title_sub | a practical approach to real-time computer graphics |
topic | COMPUTERS / Image Processing bisacsh COMPUTERS / Digital Media / Graphics Applications bisacsh PHOTOGRAPHY / Techniques / Digital bisacsh TECHNOLOGY & ENGINEERING / Imaging Systems bisacsh Computer games / Programming fast Computer graphics fast Real-time data processing fast Three-dimensional display systems fast Jogos de computador larpcal Computação gráfica larpcal Hipermídia larpcal Computer graphics Computer games Programming Real-time data processing Three-dimensional display systems Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
topic_facet | COMPUTERS / Image Processing COMPUTERS / Digital Media / Graphics Applications PHOTOGRAPHY / Techniques / Digital TECHNOLOGY & ENGINEERING / Imaging Systems Computer games / Programming Computer graphics Real-time data processing Three-dimensional display systems Jogos de computador Computação gráfica Hipermídia Computer games Programming Computerspiel Programmierung Dreidimensionale Computergrafik |
url | http://www.sciencedirect.com/science/book/9780122290633 |
work_keys_str_mv | AT eberlydavidh 3dgameenginedesignapracticalapproachtorealtimecomputergraphics |