3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (Hardcover)
暫譯: 3D 遊戲引擎設計:實用的即時電腦圖形方法 (精裝版)
David Eberly -
- 出版商: Morgan Kaufmann
- 定價: $2,800
- 售價: 5.0 折 $1,400
- 語言: 英文
- 頁數: 450
- 裝訂: Hardcover
- ISBN: 1558605932
- ISBN-13: 9781558605930
-
相關分類:
遊戲設計 Game-design、Computer Graphics
立即出貨(限量) (庫存=3)
買這商品的人也買了...
-
$1,200$1,176 -
$1,029Fundamentals of Data Structures in C
-
$680$578 -
$2,640$2,508 -
$980$833 -
$970Introduction to Algorithms, 2/e
-
$1,150$1,127 -
$1,730$1,644 -
$920$782 -
$880$695 -
$1,274Computer Architecture: A Quantitative Approach, 3/e(精裝本)
-
$1,029Operating System Concepts, 6/e (Windows XP Update)
-
$1,030$1,009 -
$450$351 -
$2,370$2,252 -
$1,880$1,786 -
$1,650$1,568 -
$1,920$1,824 -
$590$466 -
$690$538 -
$720$562 -
$720$612 -
$750$638 -
$560$476 -
$480$379
相關主題
商品描述
Order This Book | Authors | Contents | Web-Enhanced | Related Titles
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."
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.
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:
- 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}
- Red Hat Linux 7.x on a PC
- Compilers = {g++ (latest version)}
- Renderers = {GLUT-based OpenGL}
- Application layers = {GLUT-based}
- 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}
- SGI IRIX (Only the "free" source has been tested, not the game engine source)
- Compilers = {SGI MipsPro CC 7.2.x}
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
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.
1 Introduction
2 Geometrical Methods
3 The Graphics Pipeline
4 Hierarchical Scene Representations
5 Picking
6 Collision Detection
7 Curves
8 Surfaces
9 Animation of Characters
10 Geometric Level of Detail
11 Terrain
12 Spatial Sorting
13 Special Effects
14 Object-Oriented Infrastructure
15 Numerical Methods
- Sample Chapters
- The Introduction
- Chapter 4 part 1
- Chapter 4 part 2
- Chapter 4 part 1
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.)
- 2. MethodOfSeparatingAxes.pdf (Supplemental materials not found in the book.)
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
Software Engineering & Programming
Computer Graphics & Geometric Modeling
商品描述(中文翻譯)
3D 遊戲引擎設計 被選為 2001 年遊戲開發者雜誌前線獎的入圍者。該書由前線獎評審小組選出,該小組由經驗豐富的專業遊戲開發者組成,與編輯團隊密切合作。這些行業專家認可本書是遊戲開發的有用工具,其提名是來自互動娛樂領域最有經驗專業人士的肯定。
「幾乎所有關於構建 3D 遊戲引擎的書籍都涵蓋了基本知識:這裡是一個多邊形,這裡是一個變換矩陣,這裡是一個透視投影,等等。問題在於,僅僅依靠基本知識無法製作出專業品質的遊戲。這使得你與創建一個優秀遊戲引擎的目標之間存在著巨大的鴻溝。通過這本書,Dave 正在向這個鴻溝中投下巨石,幫助你快速到達目的地。」
3D 遊戲引擎設計 是第一本超越算法基本描述,準確展示設計和構建支持物理真實感的即時圖形引擎所需的複雜工程過程的書籍。更快的算法總是會勝過更快的處理器和組合語言優化技術。然而,實現這些算法對於即使是經驗豐富的程式設計師來說也可能是一個挑戰。
本書提供了所有基本概念和技術的嚴謹解釋和推導。概念逐步揭示,並附有大量的程式碼示例和插圖。伴隨的 CD-ROM 中包含源代碼實現,幫助你理解從想法到算法再到可運行代碼的完整過程。由於算法並不是孤立使用的,因此提供了一個完整引擎的源代碼,以為實現提供關鍵的上下文。本書和 CD-ROM 提供了開發 3D 遊戲引擎的最全面的專業參考資料。
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。
- 由一位受人尊敬的遊戲工程師和領先商業遊戲引擎的設計者撰寫。
- 徹底描述了算法——完全實現於可運行的程式碼中——這些算法是編寫最快、最有效率的程式碼的關鍵。
- 提供 Windows 95/98/NT/2000、Linux/Unix 和 Macintosh 平台的源代碼。
關於軟體:
包括一張 CD-ROM,內含所有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。引擎的更新、新的移植版本(如 Macintosh)、常見問題解答以及有關即時圖形的附加資料可在 WildMagic 找到 http://www.wild-magic.com。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 的硬體渲染器,適用於 Windows 或 Linux。
平台:
- 在 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}
- 編譯器 = {Microsoft Visual C++ 6.0 SP5}
- 在 PC 上的 Red Hat Linux 7.x
- 編譯器 = {g++(最新版本)}
- 渲染器 = {基於 GLUT 的 OpenGL}
- 應用層 = {基於 GLUT}
- 編譯器 = {g++(最新版本)}
- 在 PowerMac G4 上的 Mac OS 9.1/10.1
- 編譯器 = {CodeWarrior 7.0}
- 渲染器 = {基於 GLUT 的 OpenGL, 基於 Apple 的 OpenGL}
- 應用層 = {基於 GLUT, 基於 Apple}
- 編譯器 = {CodeWarrior 7.0}
- SGI IRIX(僅測試了「免費」源代碼,未測試遊戲引擎源代碼)
- 編譯器 = {SGI MipsPro CC 7.2.x}
授權:
3D 遊戲引擎設計 的源代碼被許多公司和組織用於產品開發和研究。商業和非商業使用源代碼的授權副本可在以下網址下載:
http://www.magic-software.com/License/3DGameEngine.pdf
Dave Eberly 是 Magic Software, Inc.(www.magic-software.com)的總裁,該公司以其提供計算機圖形、圖像分析和數值方法的免費源代碼和文檔的網站而聞名。此前,他曾擔任 Numerical Design Limited 的工程總監,該公司負責即時 3D 遊戲引擎 NetImmerse 的開發。他的背景包括來自 Bloomsburg University 的數學學士學位、來自 University of Colorado at Boulder 的數學碩士和博士學位,以及來自 University of North Carolina at Chapel Hill 的計算機科學碩士和博士學位。Dave 是 Morgan Kaufmann 互動 3D 技術系列的系列編輯。他還與 Philip Schneider 共同撰寫即將出版的 計算機圖形的幾何工具(2002 年 8 月),以及 遊戲物理(2002 年 12 月),這兩本書均由 Morgan Kaufmann 出版。
1 介紹
2 幾何方法
3 圖形管線
4 層次場景表示
5 選擇
6 碰撞檢測
7 曲線
8 表面
9 角色動畫
10 幾何細節層次
11 地形
12 空間排序
13 特效
14 物件導向基礎架構
15 數值方法
遊戲引擎設計課程的教育者材料
由 Dave Eberly 為他在北卡羅來納大學教的遊戲引擎設計課程準備的課程筆記可用:
- 1. GameEngineSlides.pdf(課程材料。)
- 2. MethodOfSeparatingAxes.pdf(書中未包含的補充材料。)
- 3. PolylineReduction.pdf(書中未包含的補充材料。)
- 4. GameEngineSlides.zip(所有 LaTeX 源碼、PNG 圖像和 PDF 文件以供自定義。)
- 2. MethodOfSeparatingAxes.pdf(書中未包含的補充材料。)
由一組來自 UNC-Chapel Hill 的 Dave Eberly 的遊戲引擎設計課程的學生撰寫的事後報告可在以下網址找到: http://www.gamasutra.com/features/20011109/whoopass_pfv.htm