Faster Shipping Get this product faster with free shipping from our US warehouse. The first edition of 3D Game Engine Design was an international bestseller that sold over 17, 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 , lines of code that allows the results of programming experiments to be seen immediately. Dave Eberly is the president of Geometric Tools, Inc. Dave Eberly It is not clear what you mean by "never describes several of the methods in any detail.
It should be simple enough to move this into new files Wm4DistSphere3Sphere3. Thanks everybody for the replies.
Eberly, it seems that the abstract class with the exact name Colliders is not present in Wild Magic source code and neither are any derived classes like SphereCollider. This was just confusing to me as I expected it to be in the engine with the exact name and set of function prototypes as in the book.
The Wm4Distance. Also the Wm4IntrSphere3Sphere3. Damn, props to Eberly for showing up on this post. That's what I call an author. The only template parameter is "Real" and resolves to either "float" or "double". I do not understand why you believe that is complicated.
The pseudocode you refer to is not random. It is designed to be a bridge between 1 the pictures I drew of a convex function for which you want to know its smallest positive root and 2 an actual real-life compilable application.
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Have a card? Add it now to start borrowing from the collection. The library card you previously added can't be used to complete this action. Please add your card again, or add a different card. If you receive an error message, please contact your library for help. Error loading page. Author David H. Publisher Elsevier Science. Release 03 November Subjects Computer Technology Nonfiction. Search for a digital library with this title Search by city, ZIP code, or library name Learn more about precise location detection.
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